โ THE RULE BOOK โ
HOW TO
PLAY.
Our intention is to reduce argumentsโฆ we'll see.
SETUP.
Know the goal, know the pieces, know what's about to hit the table.
COLLECT THE MOST PAIRS.
A pair = two Flip Cards with the same number. Doesn't have to be the same colour or picture โ just the number.
Each pair = 1 point. Highest score wins.
COMPONENTS
Flip Cards are numbered 1โ13. Each card is either Hot (red) or Cold (blue).
Action Cards are kept in a separate draw pile.
THE DEAL
CLEAR YOUR PAIRS
Before the first turn, every player clears their pairs:
THE TURN.
Every turn has two roles. One flips. The other gambles.
THE FLIPPER
Chooses one face-down card from The Middle and calls its exact number โ before flipping it.
Correct โ Turn Stolen
- The Flippee's turn is stolen by the Flipper.
- The next player in line becomes the new Flippee.
- The flipped card becomes the base card.
- Flippee now takes their turn.
THE FLIPPEE
Makes up to 3 calls on the remaining face-down cards. Pick any card, in any order. This is the Gamble Chain.
If the turn was stolen: same shift, just happens immediately - the Flippee who got got their turn stolen - guts! But you have a chance next as the Flipper to steal the next Flippees turn.
THE GAMBLE CHAIN.
Three calls. Each is optional. Push your luck, or stop and take your cards.
e.g. Base card is 7 โ is the next card higher or lower?
Inside = strictly between. Outside = not between. A tie (same number) = instant bust.
Cold = Blue. Hot = Red.
Flippee picks any card
WINNINGS & END.
How to collect, how to steal, how the game finally stops.
Win all 3 calls and you take everything:
- All 4 centre cards go to your hand.
- Draw 2 Action Cards.
- Steal 2 Flip Cards from other players. (Action cards not eligible.)
Extra Spicy: give 4 drinks + 1 shot (our favourite is Soju).
TAKING & STEALING
- You can take both cards from one player โ OR one card from two different players.
- If your target has fewer than 2 Flip Cards, you may steal a complete pair instead.
- Add won or stolen cards to your hand.
- Lay down any new pairs immediately.
AFTER EACH TURN
THE GAME ENDS
The game ends when the draw pile is empty and The Middle can't be refilled to 4.
Count pairs. Highest score wins.
PAIRS
WINS
GLOSSARY.
Flip-speak, defined. Settle arguments here.
CHEAT SHEET.
Everything on one page. Print it. Stick it to the fridge.
- Clear any starting pairs (+1 pt each).
- Flipper calls an exact number, flips a centre card.
- Correct? They steal the turn. Wrong? The flipped card becomes the base card โ Flippee gambles.
- Flippee makes up to 3 calls: Higher/Lower โ Inside/Outside โ Hot/Cold.
- Stop to collect โ or push for Clean Sweep.
- Refill Middle. Rotate roles. Repeat.
- Never hold pairs โ score them immediately.
- Equal numbers = wrong. Always.
- Inside/Outside tie = instant bust.
- Any wrong call โ all revealed cards to the Flipper.
- Action cards play any time unless stated otherwise.
- Take all 4 centre cards.
- Draw 2 Action Cards.
- Steal 2 Flip Cards from any player(s).
- Ends when draw pile empty + Middle can't refill to 4.
- Count pairs. Highest score wins.
- Tiebreaker: negotiate by any means necessary.