๐Ÿบ PARTY MODE โ€” DRINKING RULES ACTIVE โ€” DRINK RESPONSIBLY ๐Ÿบ

โ˜… THE RULE BOOK โ˜…

HOW TO
PLAY.

Our intention is to reduce argumentsโ€ฆ we'll see.

2โ€“8
Players
20 45
Min / Game
6+ 18+
Age
1
Liar Min.
Playing Mode
1
Act One

SETUP.

Know the goal, know the pieces, know what's about to hit the table.

The Goal

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.

Party Rule
Every pair you score = 1 drink/sip you can give to any player.
A pair of Flip cards
What's in the deck

COMPONENTS

Flip Cards are numbered 1โ€“13. Each card is either Hot (red) or Cold (blue).

Action Cards are kept in a separate draw pile.

Flip card example
Party Rule
Add a beverage of your choice. Likely multiple.
Setup

THE DEAL

Setup diagram
1
Shuffle the Flip Cards.
2
Deal 4 Flip Cards + 2 Action Cards to each player.
3
Place 4 Flip Cards face-down in the centre โ€” this is The Middle.
4
Place remaining Flip Cards and Action Cards in two separate draw piles.
Before the first turn

CLEAR YOUR PAIRS

Before the first turn, every player clears their pairs:

1. If you have pairs in your hand, lay them down face-up in front of you. +1 PT EACH
2. Draw back up to 4 Flip Cards.
3. Repeat until no pairs remain in any player's hand. Then gameplay begins.
2
Act Two

THE TURN.

Every turn has two roles. One flips. The other gambles.

Role A

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.
Wrong โ†’ Play Continues Normally
  • The flipped card becomes the base card.
  • Flippee now takes their turn.
Party Rule
If the Flipper calls the wrong number, they drink before the Flippee takes their turn.
Role B

THE FLIPPEE

Makes up to 3 calls on the remaining face-down cards. Pick any card, in any order. This is the Gamble Chain.

CORRECT โ†’ Take cards or keep gambling
WRONG โ†’ All revealed cards go to the Flipper
Party Rule
If the Flippee busts on Call 3 (Hot or Cold), they take 4 drinks/sips.
The Flipper and Flippee roles
ROTATION โ†’ After the turn, the seats shift: the Flippee becomes the next Flipper, the next player in line becomes the new Flippee.

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.
3
Act Three โ€” The Big One

THE GAMBLE CHAIN.

Three calls. Each is optional. Push your luck, or stop and take your cards.

CALL 1
HIGHER / LOWER
Is the next card higher or lower than the base card?
e.g. Base card is 7 โ€” is the next card higher or lower?
Higher or lower
CALL 2
INSIDE / OUTSIDE
Is the next card between the two revealed numbers?
Inside = strictly between. Outside = not between. A tie (same number) = instant bust.
Inside or outside
CALL 3
HOT / COLD
Is the last card Hot or Cold?
Cold = Blue. Hot = Red.
Hot or cold
Party Rule
Bust on Call 3 = take 4 drinks/sips.
Try it โ€” Interactive Demo
YOU ARE THE FLIPPEE.
BASE
Card back
Card 7 Hot
ยท
ยท ยท ยท
Card back
Card 13 Cold
ยท
ยท ยท ยท
Card back
Card 13 Hot
ยท
CALL 1 โ†‘
Card back
Card 4 Cold

Flippee picks any card

CALL 1 โ€” YOUR MOVE
Is the next card HIGHER or LOWER than 7?
AFTER EACH CORRECT CALL
Stop and take your cards โ€” or push your luck and go for the Clean Sweep.
ANY CALL WRONG
All revealed cards go to the Flipper. You get nothing.
EQUAL NUMBERS
Always wrong. A tie on Call 2 (Inside/Outside) is an instant bust. No exceptions.
4
Act Four

WINNINGS & END.

How to collect, how to steal, how the game finally stops.

The Jackpot
CLEAN SWEEP.

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.)
Party Rule
Clean Sweep = give out 4 drinks, split however you like (all to one, or spread around).
Extra Spicy: give 4 drinks + 1 shot (our favourite is Soju).
Winnings

TAKING & STEALING

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.
TAKING CARDS
  • Add won or stolen cards to your hand.
  • Lay down any new pairs immediately.
Reset

AFTER EACH TURN

โ†บ
Refill The Middle to 4 face-down cards (if the draw pile allows).
โ†’
Rotate roles: Flipper becomes next Flippee; next player in line becomes the new Flipper.
Endgame

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.

Tiebreaker: negotiate by any means necessary.
Party Rule
Loser finishes their drink. Last place assigns 3 extra drinks total, split however they like.
MOST
PAIRS
WINS
โ—
Dictionary

GLOSSARY.

Flip-speak, defined. Settle arguments here.

Flip Card
Numbered 1โ€“13, Hot or Cold. The thing you pair.
Action Card
Named chaos โ€” played any time unless stated otherwise.
The Middle
The 4 face-down Flip Cards in play each turn.
Base Card
The first card the Flipper flips. All Call 1 comparisons start here.
Pair
Two Flip Cards with the same number. 1 point. Colour irrelevant.
Flipper
Calls the exact number and flips the first card.
Flippee
Makes up to 3 Gamble Chain calls on the remaining cards.
Clean Sweep
Win all 3 calls. Take 4 centre cards + 2 Action Cards + steal 2 Flip Cards.
Bust
Wrong call. All revealed cards go to the Flipper.
Push
Continuing the Gamble Chain after a correct call.
โ˜…
Quick Reference

CHEAT SHEET.

Everything on one page. Print it. Stick it to the fridge.

APPROVED.
THE FLOW
  1. Clear any starting pairs (+1 pt each).
  2. Flipper calls an exact number, flips a centre card.
  3. Correct? They steal the turn. Wrong? The flipped card becomes the base card โ€” Flippee gambles.
  4. Flippee makes up to 3 calls: Higher/Lower โ†’ Inside/Outside โ†’ Hot/Cold.
  5. Stop to collect โ€” or push for Clean Sweep.
  6. Refill Middle. Rotate roles. Repeat.
THE LAWS
  • 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.
CLEAN SWEEP
  • Take all 4 centre cards.
  • Draw 2 Action Cards.
  • Steal 2 Flip Cards from any player(s).
ENDGAME
  • Ends when draw pile empty + Middle can't refill to 4.
  • Count pairs. Highest score wins.
  • Tiebreaker: negotiate by any means necessary.
Still confused? There's a 90-second video on the homepage.
BUY A DECK โ†’