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Flip 7 With a Vengeance
Catch Up GamesEric Olsen, Alyssa Swatek2026
- players
- 3–18
- minutes
- 20
- years
- 8+
In the box
92 Number cards, from 0 to 13 · 6 Penalty cards · 11 Special cards
Official rules (PDF, publisher's site)
Box details
- Designers
- Eric Olsen, Alyssa Swatek
- Artwork
- O'Neil Mabile
- Publisher
- Catch Up Games
- Mechanics
- InterruptsPush Your LuckTake That
Where to buy it
Near you and online
In a shop
Within 50 km.
Online
Affiliate link: Marquoir may earn a commission, at no extra cost to you.
The basics
As in Flip 7, collect Number cards without ever drawing the same number twice, but opponents can still target a player who has stopped. On your turn, ask for one more card or stop; a number you already have makes you bust and score nothing, seven different Numbers make a Flip 7 that ends the round, and Modifier or Action cards target players still in. The game ends at the end of the round in which someone reaches 200 points, and the highest total wins.
Checked against the official rules · October 2026
The rules, step by step
Setup
108 cards, Numbers from 1 to 13, Penalties and Actions
- 108 cards: Number cards from 1 to 13, with as many copies as their value (one 1, two 2s, three 3s…), except the 7 (six ordinary cards) and the 13 (twelve cards).
- Three Special Number cards: the Zero, the Unlucky 7 and the Lucky 13.
- Six Modifier cards, all of them penalties (−2, −4, −6, −8, −10 and ÷2), and ten Action cards, two of each: Just One More!, Swap, Steal, Discard and Flip Four!.
- One person deals; each player receives their cards face up in front of them, one at a time.
- Three or more players (beyond eighteen, the publisher recommends a second deck), ages 8 and up, about twenty minutes. The game is standalone: you do not need the original Flip 7.
How to play
One more card or stop, Duplicate: you bust, 7 Numbers: Flip 7
- On your turn, ask for one more card or stop for the round; if you stop, turn your first card sideways to show it.
- Receiving a number you already have in front of you makes you bust: you are out of the round, which scores you nothing.
- Gathering seven different Number cards is a Flip 7: the round ends at once.
- A Modifier card you receive is given to any player still in the round, including one who has stopped; if you are the only one left, you keep it.
- Action cards can also be played on any player still in the round, yourself included, even if they have stopped; if you are the only player who has not busted, you play it on yourself. A player who has stopped and receives one must play it, but does not come back into the round.
- Just One More! forces a player to take one card and then stop, Swap exchanges two face-up cards, Steal takes a face-up card for yourself, Discard makes a player throw away the card you choose, Flip Four! forces four cards in a row.
- During a Flip Four!, every card counts towards the four; it stops early if the player busts or makes a Flip 7, and any Action or Modifier cards revealed are resolved afterwards, in order, if the player has not busted.
- An Action card must be played as soon as it has a possible target; at the start of a round, a Swap, Steal or Discard with no card to target is discarded.
- The Zero brings your round total down to zero, unless you make a Flip 7, and you must keep drawing on that turn; it counts as one of the seven cards of a Flip 7.
- The Unlucky 7 makes you discard all your Number and Modifier cards except that 7; it does not make you bust when you receive it. If it arrives during a Flip Four!, you discard first, then finish the draws.
- The Lucky 13 lets you take a second 13 without busting, and both count, Flip 7 included; a third 13 makes you bust.
- These three special cards can be stolen or swapped: their effect only applies to whoever holds them.
- At the end of the round, the cards played are set aside without being shuffled back, and the deck passes to the player on the left, the new dealer; the discards are only reshuffled when the deck runs out.
Scoring
Sum of Numbers, Penalties subtracted, Flip 7: +15
- Points are only counted at the end of the round, for each player who has not busted.
- Add up your Number cards.
- With the ÷2, halve that total, rounding down.
- Then subtract the other Modifier cards; a round score cannot go below zero.
- A Flip 7 finally adds 15 points.
End of the game
200 points reached, Highest total
- The game ends at the end of the round in which at least one player reaches 200 points.
- The player with the highest total wins.
- Brutal mode: a round score can go below zero, Modifier cards can also target a player who has busted, and a Flip 7 can take 15 points away from an opponent instead of scoring 15.
House rules and pitfalls
The game is played with three or more players.
- The game is played with three or more players. With two, or on your own, the rules suggest a challenge: reach 200 points in as few rounds as possible.
- The very numerous 12s and 13s make rounds tenser than in Flip 7: more different numbers, so more possible duplicates.
- In French, the game is published as Flip 7 Vengeance; its cards have French names, but their effects stay the same.
Going further
Variants · Frequently asked questions · In the same family · Play with the game assistant
Variants
Game mode
Normal game
A total never goes below zero.
Brutal mode
Penalties can take a score below zero.
End of game
200 points (official)
100 points (short game)
choose them when you start a game: the scorer adapts
Frequently asked questions
Do you need Flip 7 to play?
No, Flip 7 With a Vengeance is a complete game. It is a nastier version, not an expansion.
What really changes compared to Flip 7?
Three things: bonuses become penalties, cards go up to 13, and stopping no longer protects you — Action and Modifier cards can still target a player who has stopped, until the round is scored.
What does the Zero card do?
It brings your score for the round down to zero, unless you make a Flip 7 — and it counts as one of your seven cards. You must also keep drawing on that turn.
What does the Unlucky 7 do?
It makes you discard all your Number and Modifier cards. You keep only the 7 itself, and the round starts again from almost nothing.
In what order are the penalties counted?
First the sum of the Number cards, then the halving, then the subtractions, without going below zero. The 15-point Flip 7 bonus is added last.
Can you have a negative score?
In brutal mode, yes. In a normal game, a round score never goes below zero.
How many points do you need to win?
Two hundred, as in Flip 7: you finish the round in which someone reaches them, and the highest total wins.