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Friday, 26 September 2025

Friday Filler: Flip 7

Flip 7 is a simple, push your luck card game. It is easy to learn and easy to teach and it plays fast. It also suitable for families, and if truth be told, it is really simple. Yet there is a tension to the game play that really can keep the players on the edge of their seat from one turn to the next. Published by The Op Games—responsible for the highly pleasurable Tacta—it is a designed for play by three to seven players, aged eight and up, and a game can be played though in roughly fifteen to twenty-five minutes. The aim of the game is to be the first person to score two hundred points. Points are scored based on the total value of the cards a player has in front of him. Each turn, a player receives a card from the Dealer and turns it over, adding it to the cards he has in front of him. If he receives a card with the same value as a card he already has, he is bust and out of the round, scoring nothing, but if a player receives seven cards that do not match, he scores a ‘Flip 7’, and is awarded bonus points.

Flip 7 comes in a bright and breezy box which contains just ninety-four cards and a rules leaflet. Eighty-one of these cards consist of numbers ranging from zero to twelve. The number of cards with each value is equal to value on the cards. Thus, there are ten cards marked with ten, seven cards marked with seven, three cards marked with three, and so on. The exception to this is, of course, the card marked with zero, of which there is just the one.

The other cards are Action cards and Modifier cards. There are three types of Action card. ‘Flip Three!’ forces a player accept and flip three more cards, whilst ‘Freeze!’ forces a player to end his participation in the round and bank the total score. When he receives a ‘Flip Three!’ or ‘Freeze!’ Action card, a player can play them on himself, but he can also play them on another player. A ‘Second Chance!’ Action card must be kept by the player who receives it and comes into play when he receives a duplicate value card, in which case both the ‘Second Chance!’ card and the duplicate value are discarded. A player can only use one ‘Second Chance!’ per round and if he receives a second, must give it to another player. The Modifier cards range in value from ‘+2’ to ‘+10’ and also include a ‘×2’ card. These do not count to the ‘Flip 7’ bonus, but will alter a player’s score for the round.

Set-up and play are simple. The cards are shuffled, and one person is designated the dealer, who in turn deals out a single card to each player and they place the cards in front of them or resolve any Action card. Each turn a player can decide to ‘Hit’ and receive another card or ‘Stay’ and not receive any further cards, ending his participation in the round. If a player receives a card whose value is equal to a card that he already he has, he is ‘bust’, which ends the round for him with no score. Play continues until all of the players have either gone ‘bust’ or decided to ‘Stay’, which ends the round. A round will end if a player achieves a ‘Flip 7’. The game continues until a player has scored two hundred points.

The risk and the push-your-luck aspect of Flip 7 lies in both the value of the cards and the number of them in the deck. Higher value cards score more points, of course, but there are more of them the higher the value, and thus there is a greater chance of a player receiving a duplicate card and being forced to go ‘bust’. So, a player wants the higher value cards for their scoring value, but is constantly wary of receiving duplicate cards and scoring no points at all. Conversely, the lower value cards will score fewer points, but there are fewer of them and the chance of a duplicate is lower. From the start of a round the player is aware of the number and values of the cards in the deck and as a round progresses, the cards his rival players have in front of them will also indicate how many cards there are left in the deck and what their values are going to be.

The tension between the desire to score points and the increasing possibility of going ‘bust’ and scoring no points is made that much more sharper because everyone can see what cards everyone else has in play. So, they can see how close they are to going ‘bust’ and feel that tension too. Is that player going to go ‘bust’ or is he going to be lucky and receive another card that pushes him one step further closer to a ‘Flip 7’? The luck of the draw can go the other way, of course, and a player might find himself going ‘bust’ after receiving just two or three cards! Further, as the rounds progress and the total scores rise, the tension also goes up as players attempt to catch up with their rivals—and the thing is, with the right cards and perhaps a Modifier card to two, it is entirely possible.

Physically, Flip 7 is nicely put together. The cards are big, bright, and easy to understand, whatever the age of the player. The rules are also clearly written and include scoring examples for the Modifier cards as well.

Flip 7 is really no more complex than Vingt-et-un or Blackjack, though of course, without the gambling aspect. It is a really simple game to play and understand, one that constantly asks a player to push his luck and wonder if another card is worth the risk. Flip 7 is a real filler of a game that just sometimes can be a real thriller of a game.

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