The rules

SEVN in one minute

You only need this to start. Watch one short round. You can learn the other cards while you play.

Step 1 — The goal

First to 250 points wins

On your turn, choose Draw or Stay. Stay keeps your points safe. Draw can give you more points.

Step 2 — The choice

Your turn

Every turn is the same decision: Draw one face-up card and push for more, or Pass to leave safely and keep the points you have. Play always moves clockwise.

Draw

Take the top card, face up, for everyone to see. Live a little!

Stay

Tuck your cards away and sit out the rest of the round. Everything you've collected is safe and will score.

What you seeThe only decision you ever make on your turn.

Step 3 — The risk

Numbers and duplicates

New values join your row. A duplicate makes you bust for zero, unless Second Chance cancels it. Seven distinct scoring values complete SEVN and add 17 points.

Duplicate = bust
What you seeA row that has just drawn a value it already had.

High cards are riskier

There are thirteen 13 cards, twelve 12 cards, and so on. A high card is worth more, but you are more likely to draw it twice.

×13
×12
×7
×3
×1
What you seeA few values side by side, with the number of copies of each.

Watch one round

Everyone gets one open card first. Then each player takes one turn, clockwise.

1/6First, everyone gets one open card. No one chooses yet.

What you seeA four-player round playing itself. The note under the table explains every turn as it happens. Everyone gets one open card first. Then each player takes one turn, clockwise.

Seven different values is SEVN

SEVN!
+17

The round ends right away and you get 17 extra points.

What you seeThe moment a round ends on seven different values.

Three special cards

These cards work right away. You can often choose yourself or another player.

Second Chance

Second Chance throws away one duplicate automatically. You stay in the round.

Triple Draw

Triple Draw makes the chosen player draw up to three cards. They may score more, or bust.

Freeze

Freeze stops the chosen player safely. Their points still count.

You are ready

Draw for more points, or Stay before you draw a duplicate. First to 250 wins.

Then read the complete rules

The complete rules

More cards exist, but you do not need to know them yet. Read the full rules when you want.

This is the canonical explanation of the same rules used by the app and game server.

Objective

Be the first to reach 250 points. Each round you collect cards to score, and on every single turn you choose: draw one more card, or pass and bank what you already have. Draw a value you already hold and you bust — that round scores you nothing. So it comes down to nerve, reading the table and a little luck. When someone is at 250 or more at the end of a round the game ends; a tied lead plays on.

Every card in the deck

120 cards, 17 distinct scoring values, one shared source of truth.

×1
×1
×2
×3
×4
×5
×6
×7
×8
×9
×10
×11
×12
×13
What you seeEvery number value in the deck, with how many copies of it there are.

Ballast

Ballast values are negative. Choose to keep one as a distinct scoring value or discard it. A timeout discards it.

What you seeThe three ballast cards.

Action cards

Freeze removes one active player safely. Triple Draw deals up to three cards. Crossroads reveals two public choices. Storm deals once to every active player. Queued actions resolve first-in, first-out.

Freeze

Choose any player still in the round. They leave safely and score normally.

Second Chance

Keep it. It automatically cancels one duplicate; an extra copy must be given away when possible.

Triple Draw

Choose an active player. Deal and fully resolve up to three cards, one at a time.

Crossroads

Reveal two cards to everyone. Choose one to resolve and discard the other.

Storm

Every active player draws once clockwise. SEVN interrupts the sequence immediately.

What you seeThe action cards, and what each one does.

Bonus cards

Featherweight rewards an all-low hand, Heavyweight rewards high values, and Ladder rewards the longest consecutive run. Bonuses are checked only at round end and never doubled.

Featherweight

With at least 4 scoring cards, all 6 or lower, score +15.

Heavyweight

With at least 3 cards of 10 or higher, score +12.

Ladder

A longest run of at least 3 scores 4 per card. Ballast never forms a run.

What you seeThe bonus cards, and what each one rewards.

What you seeThe modifier cards: one doubler and five plus cards.

Scoring order

Sum scoring cards, apply x2, add + modifiers, add earned bonuses, add SEVN, then clamp the round at zero. A busted player always scores zero.

0
round score

Step 1: A finished row: five different numbers, plus two bonus cards.

What you seeOne finished row being counted, step by step. The big number is the running total.

Edge cases

What if both Crossroads cards are duplicates?

You must choose one and bust, unless Second Chance cancels that duplicate.

What happens when SEVN appears during Storm?

The round ends immediately. Players later in clockwise order do not draw.

Does Ballast count for SEVN and bonuses?

It is a distinct scoring value and counts for Featherweight. Its negative value is scored. It never forms a Ladder run.

Does x2 double bonuses?

No. It doubles only the sum of number cards and Ballast.

What happens when the deck is empty?

Shuffle the discard pile. Cards on the table stay exactly where they are.

Rules glossary

bust
Bust
distinct value
Distinct value
draw
Draw
in round
Still in the round
modifier
Modifier
out round
Out of the round
pass
Pass
round
Round