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Flip 7

PLAYERS3+DURATION20 minutesOVERALL DIFFICULTYEasy

French basic game, 94 cards, booklet 2.0; not Vengeance.

Why this rating?

Assess risk and know how to stop; simple choices and marked chance.

01Game presentation

In Flip 7, one more card can bring back a lot... or lose the whole handle. The donor distributes the cards to everyone, including himself. You mainly choose between stopping and continuing.

This chapter follows the French basic game Catch Up Games, booklet 2.0 to 94 cards. It does not describe Vengeance. The overall difficulty is easy: choices are accessible, but knowing how to estimate the risk remains useful.

02Equipment requirements

  • 94 cards: 79 Number, 6 Bonuses and 9 Specials.
  • Numbers: one 0; one 1; two 2; three 3; and so on until twelve 12.
  • Bonus: one copy of +2, +4, +6, +8, +10 and ×2.
  • Specials: three Stops, three Threes in a row, three Second Chances.
  • A sheet and a pencil for scores.

The game starts at 3 players, without a maximum strict announced. Beyond 18, the booklet recommends a second package. Ordinary cards cannot replace this package: their frequencies are essential to the risk.

03The purpose of the game

As soon as at least one person reaches 200 points at the end of the round, the best total wins, subject to a tie-off. Gathering seven different numbers immediately completes one inning and earns an additional 15 points.

04Preparing the game

  1. Mix the 94 cards and choose a random donor.
  2. Note the names with a total of zero.
  3. Each leaves before him a line for his Numbers and a space above for the Bonuses and Protections. The cards arrive face up.
  4. In the chosen booklet 2.0, start directly the choice "Stop or what?" with the person to the left of the donor. Do not mix this departure with an old setup automatically distributing a first card to each.

05How to play?

The choice of each player

The donor passes from person to person in the clockwise direction and also plays his own turn. If you say "Yet", he gives you a card face up and you apply his effect. If you say "Stop", you get out of the round: turn your cards back to remind him, without throwing them away. You will mark their value at the end and can no longer return to this round.

A new number joins your line. But if you already have exactly that number, you're jumping: zero point for the handle, even with Bonuses. The 0 is a number: it does not earn anything but counts among the seven separate values.

The donor continues his passages by jumping out the people. Receive a Bonus or a Special is the card of your passage; you do not automatically receive a Number then, unless the effect that requests it is.

Bonuses and protections

Bonuses are not Numbers. They don't double a value on your line or advance to seven Numbers. They will be added to the score only if you don't jump.

A Second Chance stays in front of you. When you receive an already present Number, discard the new duplicate and protection: you stay in the round and keep your first copy. It does not protect from a Stop. You do not receive a replacement card immediately after its use.

One can only keep a Second Chance. A second must be given to another person still active who does not have one. If there is none, discard it. All unused protections are defeated at the end of the round.

Stop and Three Next

If you get a Stop, target a person who's still active, you know, she goes out with her round score. If you're the only one still active, you have to target yourself.

If you receive Three in a row, choose a person who is still active, including you. The donor will give him the next three cards, one by one. Stop immediately if he jumps or realizes a Flip 7. A protection already available can avoid a duplicate.

A Special received among these three cards counts in all three, but its effect awaits the end of this distribution or the moment when the person jumps. Then solve the Specials received in order. If the person jumped, it must direct the effects to target to another person still active. A new Second Chance received during the three cards is therefore not available before this delayed resolution. A Flip 7 immediately ends the round.

06An example of a game

Alice has 3, 8 and 12: 23 provisional points. She says "Encore" and gets a +4. It's not a fourth number; her potential score goes up to 27. In the next passage, she gets an 8: she jumps and scores nothing.

Bob owns 2, 5 and 9, a Second Chance and ×2. He receives a second 9. He throws this new 9 and his protection; his line remains 2, 5, 9. He chooses Stop at his next pass: (2 + 5 + 9) × 2 = 32 points.

Chloe finishes a line 0, 1, 2, 4, 7, 10, 12. She makes a Flip 7 and stops the round for all. With ×2 and +6, her gain is (0 + 1 + 2 + 4 + 7 + 10 + 12) × 2 + 6 + 15 = 93. Neither the +6 nor the 15 points are doubled.

Seven different numbers, of which the 0: is indeed a Flip 7. The two Bonus cards are separate and do not count among the seven. ×2 only doubles the sum of the Numbers; then we add +6 and the 15 of the Flip 7.

07How can I win?

One round ends when everyone is out, or when a Flip 7 appears. The players who jumped score zero. For the others: sum of the Numbers, multiply by two if ×2, add the Fixed Bonuses, then +15 for the author of a Flip 7.

Add these winnings to the old totals. If someone reaches at least 200, the largest total wins. In case of equality in the best total, all players play a new round; repeat if necessary up to one winner.

Set aside the cards used. Do not remix them after each round. The player to the left of the dealer becomes a donor. When the package is empty, mix the discards; if this happens during a round, leave all the cards still in front of the players in place, even those of the people out.

08Errors to avoid

  • Count the Bonuses among the seven Numbers or double the bonus by 15.
  • Targeting a person already out with Stop or Three in a row.
  • Immediately use a Stitched Special during Three consecutively.
  • Reschedule the whole package with each handle.

09Tips for starting

A 12 is common: twelve copies exist. A 1 is unique. Also look at the cards already used before deciding. Compare your guaranteed gain with your delay in the ranking: trying a big shot does not have the same interest in all situations.

10Express summary

  • 94 cards; the donor rotates and is included in the passages.
  • Again: one card; Stop: score retained; duplicate Number: zero, except Second Chance.
  • Seven different numbers, 0 included: immediate end and +15.
  • Score: sum of possible × number 2, then fixed bonus, then +15.
  • Specials of a Three afterwards postponed; unladen protections at the end of the round.
  • End at 200 or more: best total; top tie = new round for all.

FOR FURTHER READING

References and variant

Bibliography of edition 4.0, consulted on October 27 and 28, 2026. Explanations, examples and original diagrams of the book. The documentary reserves mentioned in the tutorial remain applicable.

More than 18 people, the booklet recommends a second package.

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