2024 Puesto n.º 511 en BGG

Flip 7

3–18 jugadores 20 min A partir de 8 años 1.0/5 de complejidad 7.0/10 de valoración

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Flip over cards one by one without flipping the same number twice. Sound easy? Think again! This isn't just any deck of cards… In Flip 7 there's only one 1 card, two 2's, three 3’s, etc plus a bunch of special cards that can score you extra points, give you a second chance, or freeze you or your opponents in your tracks. Are you the type of player to play it safe and bank points before you bust, or are you going to risk it all and go for the bonus points by flipping over seven in a row? Press your luck meets strategy in this addictive card game that's sure to be the greatest card game you’ve ever played! —description from the publisher

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Push Your Luck Interrupts Take That Score-and-Reset Game Novel-based Children's Game Card Game Number Party Game

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Preparación

1. Have a pen and paper (or scoresheet) ready to track scores across rounds. 2. Shuffle the deck thoroughly. 3. Choose a player to be the Dealer for the first round. 4. The Dealer deals one card face-up to each player (including themselves) in turn order. 5. If an Action card comes up during this initial deal, pause dealing immediately, resolve the Action card, then continue dealing until each player has received their opening card. 6. Note: Not everyone will have a Number card after the initial deal — some players may have a Score Modifier, an Action card result, or even multiple cards depending on which Action cards were resolved during the deal. 7. The Dealer then proceeds to offer each player in turn the option to Hit or Stay.

Flujo del turno

Each round, the Dealer deals one card face-up to every player. Then, starting with the Dealer and proceeding in turn order, each active player chooses to: - HIT: Accept another card dealt face-up. Number cards are placed in a single face-up line. Score Modifier cards are placed above the Number cards. Action cards are resolved immediately. - STAY: Voluntarily exit the round, banking all current points. Flip your cards face-down to mark yourself inactive. The Dealer continues offering Hit or Stay to each active player in rotation until the round ends. The round ends when either (1) all players have busted or stayed, or (2) one player flips 7 unique Number cards, immediately ending the round for everyone.

Puntuación y victoria

Cumulative scoring across rounds; the player with the most points when at least one player reaches the target score at round's end wins. Puntuación objetivo: Target score not explicitly stated in rulebook (game ends when at least one player reaches the target after a completed round) Fuentes de puntuación: Sum of face values of Number cards in your line, Flat +X Score Modifier cards (+2, +4, +6, +8, +10), ×2 Score Modifier card (doubles Number card sum, applied before flat bonuses), Flip 7 bonus: +15 points for collecting 7 unique Number cards

Fuente: Rulebook

Reglas que debes conocer

Las reglas más útiles para jugar bien la primera partida.

Turn structure

Each active player chooses to Hit (take a card) or Stay (bank points) on their turn.

When it is your turn, you choose one of two actions: HIT — the Dealer deals you one more card face-up. You must accept and resolve it. STAY — you voluntarily exit the round and bank all points from the cards currently in front of you. To mark yourself as inactive after staying, flip your cards face-down. You may choose to Stay as long as you have at least one card in front of you.

General

An active player is anyone who has not busted or chosen to Stay.

A player is considered 'active' if they have not busted (drawn a duplicate Number card) and have not chosen to Stay. Active players are eligible to receive Action cards. Once a player busts or Stays, they become inactive for the remainder of the round. Inactive players flip their cards face-down.

Restriction

Drawing a Number card with the same value as one already in your line causes you to bust, scoring zero for the round.

If you are dealt a Number card whose value matches any Number card already face-up in your line, you immediately bust. When you bust, you are out of the round and score zero points for that round — all Number cards and Score Modifier cards in front of you are worthless. Flip your cards face-down to indicate you are inactive.

Special

Flipping 7 unique Number cards immediately ends the round and earns 15 bonus points.

If you successfully collect 7 unique Number cards (all with different values) face-up in your line, you immediately end the round for all players. You score the total value of your Number cards, apply any Score Modifier cards you have, and then add 15 bonus points. No other player may continue taking cards once the Flip 7 condition is triggered.

Card play

Number cards are placed face-up in a single line in front of you.

When you receive a Number card (via Hit or any card effect), place it face-up in a single horizontal line in front of you. All Number cards must be visible to all players so everyone can verify uniqueness and track potential busts.

Card play

Score Modifier cards are placed above your Number cards and do not count toward the 7-card Flip 7 bonus.

When you receive a Score Modifier card (+2, +4, +6, +8, +10, or ×2), place it above your line of Number cards. Score Modifier cards do NOT count as Number cards and do NOT contribute to the 7-card Flip 7 bonus. You still benefit from their point bonuses even if you bust — however, if you bust, you score zero for the round regardless, so the modifiers are irrelevant in a bust.

Scoring

+2, +4, +6, +8, and +10 Score Modifier cards add a flat amount to your Number card sum.

After summing the values of all your Number cards, add the flat bonus shown on each +X Score Modifier card you have. For example, a +4 card adds 4 points to your Number card total. Multiple +X modifiers are each added separately.

Scoring

The ×2 Score Modifier card doubles the sum of your Number cards, applied before flat bonuses.

The ×2 Score Modifier card doubles the total sum of your Number cards. This multiplication is applied first, before any flat +X modifiers are added. For example: Number card sum = 36, then ×2 = 72, then +10 = 82. There is only one ×2 card in the deck.

Informe estratégico

Card Probability Awareness

High-value Number cards (e.g., 12, 11, 10) have the most copies in the deck, meaning they are the most likely cards to cause a bust if you already hold one. Early in the round, holding a 12 is dangerous because there are 12 copies of it — more chances for a duplicate to appear. Conversely, low-value cards like 1 and 2 (only 1 copy each) are virtually bust-proof once drawn.

Zero Card Value

The Zero card scores no points but is extremely safe (only 2 copies) and advances you toward the 7-card Flip 7 bonus. If you're chasing the bonus, a Zero in your line is a free step forward with minimal bust risk and a guaranteed 15-point bonus upside.

Score Modifier Timing

The ×2 card dramatically amplifies your Number card sum and is applied before flat bonuses. If you hold a ×2 and already have a high Number card sum, staying sooner rather than risking a bust is wise — losing a doubled score to a bust is very costly.

Second Chance as Insurance

Holding a Second Chance card is a free insurance policy that lets you take one additional risk. This makes it strategically correct to Hit at least one more time than you otherwise would when you hold Second Chance, since the downside (bust) is negated once.

Flip 7 Pursuit

The Flip 7 bonus (15 points) plus the ability to force all other active players to stop scoring can swing the game significantly. However, pursuing all 7 unique cards requires staying active through many Hits, dramatically increasing bust exposure — especially given high-value cards' duplication risk. Best pursued when you have low-value, low-duplicate cards in your line.

Freeze Card Targeting

The Freeze card is a powerful tactical tool: use it to force out a player who is close to Flip 7 (preventing them from ending the round) or on a player sitting on a very high score to lock in their points before they can grow further. You can also use it on yourself to guarantee banking if you fear an upcoming Flip Three or are the last active player.

Deck Depletion Awareness

Used cards are set aside between rounds, not reshuffled until the deck runs out. This means the composition of the deck shifts over rounds. If many high-value cards were played in prior rounds, the remaining deck is relatively safer for holding those values — savvy players should track which cards have been heavily played.

Preguntas frecuentes y casos límite

I have a ×2 card and a +10 card. My Number cards sum to 36. Do I double first or add 10 first?

You double first. 36 × 2 = 72, then add 10 = 82. The ×2 is always applied to the Number card sum before any flat +X bonuses are added.

I have 5 Number cards and 2 Score Modifier cards. Is that Flip 7?

No. Score Modifier cards do not count toward the 7 unique Number cards required for the Flip 7 bonus. You need 7 unique Number cards specifically.

I have a Second Chance card and I draw a duplicate Number card. What happens?

You discard both the Second Chance card and the duplicate Number card. You do not bust and remain active in the round.

I already have a Second Chance card and I'm dealt another one. What do I do?

You must give the newly drawn Second Chance card to another active player who doesn't already have one. If no such player exists (no other active players or all others already have one), discard it.

During my Flip Three, I flip a Freeze card and then a Second Chance card. What happens?

The Second Chance card may be set aside for your use immediately. The Freeze card (being another Action card) is resolved AFTER all three cards of the Flip Three sequence are fully revealed. You continue flipping remaining cards before resolving the Freeze.

I bust on the second card of a Flip Three. Do I still have to take the third card?

No. If you bust at any point during a Flip Three, the sequence stops immediately and you are out of the round, scoring nothing.

I achieve Flip 7 on the second card of a Flip Three. Do I take the third card?

No. If you achieve 7 unique Number cards at any point during a Flip Three, the sequence (and the entire round) stops immediately. You score your cards plus the 15-point Flip 7 bonus.

Is being Frozen the same as Staying? Do I keep my points?

Yes, being Frozen is functionally equivalent to a forced Stay — you bank all points from your current cards and exit the round. You do not lose your points.

I have a Second Chance card but never used it. Do I keep it for the next round?

No. All Second Chance cards are discarded at the end of every round, even if they were never used.

Can I bust on a Zero card?

Yes. The Zero card is a Number card. If you already have a Zero in your line and draw another Zero, you bust and score nothing for the round. There are 2 Zero cards in the deck.

I'm the only active player and I draw an Action card. What do I do?

You must play the Action card on yourself, as there are no other eligible active players.

I have a ×2 Score Modifier and then I bust. Do I still score double?

No. A player who busts scores zero for the round regardless of any Score Modifier cards in front of them.

The deck runs out mid-round. What happens to the cards in front of players?

Shuffle all previously set-aside discarded cards to form a new deck. Cards currently in front of all players — including those who have already busted — stay exactly where they are. Do not collect them into the new deck.

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