The press-your-luck hit needs more scorekeeping than people expect — rounds pile up fast on the way to 200. This pad tracks round scores and running totals for five players, with the bust rule and the Flip 7 bonus printed where the arguments happen.
| Rd | Player 1 | Player 2 | Player 3 | Player 4 | Player 5 | |||||
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| round | total | round | total | round | total | round | total | round | total | |
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Each turn is one decision: hit — flip the next card onto your line — or stay and bank what's showing. Number cards pile up your round score, but flip a number you already have and you bust: everything gone, out of the round. The deck is built for temptation — high numbers are plentiful (twelve 12s, but only a single 1), so the next flip is usually big and often fatal.
Three action cards shove people around: Freeze forces its target to bank and sit out; Flip Three forces three consecutive flips, ready or not; Second Chance quietly saves you from one duplicate — discard the pair and keep going. Modifiers sweeten a stay: +2 through +10 add flat points, and ×2 doubles your number cards (never the modifiers, never the bonus — the pad's box settles that argument in advance).
Seven unique number cards in one line ends the round on the spot for the whole table and pays a +15 bonus. Chasing it is how brave rounds become zeros; landing it is why the game is named after it.
Do action cards count toward the seven? No — only number cards. A line of six numbers plus a Freeze is still six.
Can two players score 200+ in the same round? Yes, and the higher total takes the game — finishing the round matters, so keep writing totals to the end.