Goal
Be the first player to reach 200 points.
Each Round
- Players are dealt cards one at a time. On your turn, Hit (draw another card) or Stay (bank your points).
- If you draw a duplicate number, you bust and score 0 for the round.
- If you collect 7 unique number cards, you get a +15 Flip 7 bonus.
Special Cards
- Freeze — Force a player out of the round (they keep their current score).
- Flip Three — Force a player to draw 3 cards.
- Second Chance — Prevents one bust (discards the duplicate).
Scoring
- Sum your number cards (0–12).
- x2 doubles only the number card total.
- +2, +4, +6, +8, +10 are added after the multiplier.
- Flip 7 bonus (+15) is added last.
Formula: (Number cards × multiplier) + modifiers + Flip 7 bonus
Goal
Be the first player to reach 200 points. Same press-your-luck core as Flip 7 — but this deck is out to get you.
Each Round
- Everyone is dealt one card face up. On your turn, Hit (draw another card) or Stay (turn your leftmost card sideways).
- Draw a duplicate number and you bust: flip your cards face down and score 0 for the round.
- Collect 7 different number cards for a Flip 7: the round ends immediately and you get +15.
- Staying does not make you safe — Action and Modifier cards can still be played on you until the round ends.
Number Cards
- 1–13 — one 1, two 2s … thirteen 13s. There is no plain 0 and no Second Chance.
- The Zero — counts as one of your 7 cards, but your round total becomes 0 unless you Flip 7. While you hold it you must keep hitting.
- Lucky 13 — a 13 that lets you hold a second 13 without busting. Both score 13 and both count toward Flip 7. A third 13 still busts you.
- Unlucky 7 — when it lands in front of you, discard every other Number and Modifier card you have and keep only this 7. It can't bust you on arrival, but another 7 later will.
Modifier Cards
- −2, −4, −6, −8, −10 and ÷2, one of each. When you draw one, keep it or give it to any player who hasn't busted — including players who have already stayed.
- Modifiers never bust you and don't count toward Flip 7. They can be swapped, stolen, or discarded like any other card.
Action Cards
- Resolve immediately: keep it or give it to any player who hasn't busted (even one who has stayed). If you're the only player left, you must keep it.
- Just One More — the player draws exactly one more card, then must stay.
- Flip Four — the player draws the next 4 cards one at a time, stopping early only on a bust or Flip 7. Action and Modifier cards drawn are resolved in order afterwards.
- Swap — swap any two face-up cards on the table: one of yours with an opponent's, or between two other players.
- Steal — take any face-up card from another player and add it to your line.
- Discard — choose any player (yourself included) and one of their cards to discard.
Scoring
- Add up your number cards (The Zero = 0, Lucky 13 = 13, Unlucky 7 = 7).
- ÷2 halves that total, rounding down.
- Subtract your negative modifiers. A round score can't go below 0.
- Add the Flip 7 bonus (+15).
Formula: max(0, ⌊Number cards ÷ 2⌋ − modifiers) + Flip 7 bonus. Holding The Zero without a Flip 7 scores 0 no matter what else you have. Busted players score 0.
Brutal Mode (optional)
- Round scores can go negative.
- Modifier cards can be given to busted players.
- A Flip 7 bonus can be +15 for you or −15 to another player — your choice.