How a round is scored
When you stay, are frozen, or someone flips seven, score the cards in front of you in this order. If you bust, you score 0 for the round, whatever you had.
- Number cards, 0 to 12
- Add them up. The 0 is worth nothing
- x2
- Doubles the number cards only
- +2, +4, +6, +8 and +10
- Add each one after doubling
- Seven different numbers
- 15 more, the Flip 7 bonus
- Busted
- 0 for the round
The x2 never doubles the + cards or the 15. With 3, 5, 9 and 11, the x2 and a +6: 28 doubled is 56, plus 6 is 62.
The cards in the deck
There's one 0, one 1, two 2s, three 3s and so on up to twelve 12s: 79 number cards. The higher the number, the more copies there are, so the big numbers are also the likeliest to bust you.
The rest are six modifier cards, +2, +4, +6, +8, +10 and x2, and three each of the action cards: Freeze, Flip Three and Second Chance.
Hit, stay or bust
The dealer gives everyone one card face up. Then, going round, each player chooses to hit and take another card, or stay and bank what's in front of them. You can stay as soon as you have a card.
Take a number you already have and you bust: you're out of the round with 0. Modifier cards can never bust you, and if you stay with only a + card, you still score it.
The round ends when everyone has stayed or busted, or as soon as someone has seven different numbers. Then the deal passes left. The used cards are set aside, not shuffled back in, until the deck runs out.
Freeze, Flip Three and Second Chance
- Freeze
- Give it to any player still in the round, yourself included. That player banks their points and is out of the round.
- Flip Three
- Give it to any player still in the round, yourself included. They take the next three cards, one at a time, and stop early if they bust or flip seven. A Freeze or Flip Three among the three waits until all three are drawn.
- Second Chance
- Keep it in front of you. When you get a number you already have, discard both cards and stay in the round. You can hold only one, and an unused one is discarded at the end of the round.
An action card dealt at the start is used straight away, before the deal goes on. If you're the only player left in the round, any Freeze or Flip Three you get is yours.
Reaching 200
Add each round to a running total. At the end of a round in which someone has reached 200 or more, the highest total wins. If two players tie for the top, everyone plays one more round, and the highest total after it wins.
The box says 3 or more players, and the rules have no separate game for two. For small groups, the rulebook suggests a challenge: see how few rounds it takes you to reach 200. Two players can also play by the normal rules, and every Freeze or Flip Three then goes to one of you.
Flip 7: With a Vengeance adds nastier cards, such as minus and ÷2 cards, with its own scoring. This page covers the original Flip 7.
A scoring example
Four players, the first three rounds. In round 1, Ana stayed with 3, 8, 11 and a +4. Ben busted on a second 9. Dev was frozen with 10, 12 and the x2. Then Cleo turned up her seventh different number.
| Round | Ana | Ben | Cleo | Dev |
|---|---|---|---|---|
| 1 | 26 | 0 | 40 | 44 |
| 2 | 0 | 37 | 19 | 0 |
| 3 | 52 | 12 | 0 | 30 |
| Total | 78 | 49 | 59 | 74 |
Round 1: Ana had 3 + 8 + 11 = 22, plus 4 is 26. Dev had 10 + 12 = 22, doubled by the x2 to 44. Cleo had 0, 1, 2, 4, 5, 6 and 7, which add up to 25, plus 15 for seven numbers is 40, and her seventh card ended the round. Ben busted, so everything in front of him scored nothing.
Ana leads with 78 after three rounds. The game ends after the round in which someone reaches 200.
Keep score for Flip 7 in Tallynight
Flip 7 isn't one of Tallynight's built-in games yet, but it takes a minute to set up. Choose Something else, then Rounds, with the highest score winning. Turn on Play to a target and raise it to 200.
After each round, type everyone's score on one keypad, with 0 for anyone who busted. Tallynight doesn't know the cards, so do the doubling and add the 15 for seven numbers before you type. When someone reaches 200, it offers to end the game. If two are tied at the top, play one more round first.
- Everyone's round on one keypad
- Offers to end the game when someone reaches 200
- Tap any round to fix it
- A race chart of the whole game at the end

A Flip 7 score sheet to print
Playing on paper tonight? Print a free Flip 7 score sheet, or save it as a PDF.
Flip 7 score sheetQuestions
How do you score Flip 7?
Add up your number cards, double them if you have the x2, then add any +2 to +10 cards. Seven different numbers earn 15 more. If you bust, you score 0 for the round. The first to 200 at the end of a round wins.
What does the Freeze card do in Flip 7?
The player who gets it banks the points in front of them and is out of the round. Whoever draws a Freeze gives it to any player still in the round, themselves included.
How does the Flip Three card work in Flip 7?
The player who gets it takes the next three cards, one at a time, and stops early on a bust or a seventh number. Any Freeze or Flip Three among them is played after all three are drawn.
What does Second Chance do in Flip 7?
It saves you from one bust. When you get a number you already have, discard that card and the Second Chance and stay in the round. You can hold only one, and it's discarded at the end of the round if you didn't use it.
Does the x2 double the + cards in Flip 7?
No. The x2 doubles only your number cards. Add the +2 to +10 cards and the 15 for seven numbers after doubling.
Can you play Flip 7 with 2 players?
The box says 3 or more, and the rules have no two-player version, but two can play by the normal rules. The rulebook's idea for small groups is a challenge: how few rounds does it take you to reach 200?
What happens if there's a tie in Flip 7?
If two players tie for the highest total at 200 or more, everyone plays another round, and the highest total after it wins.
How many cards are in Flip 7?
94: 79 number cards from 0 to 12, six modifier cards and nine action cards, three each of Freeze, Flip Three and Second Chance.




