
Flip 7 - Revenge
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Some wisely stop after the second round. Some try for the seventh card and are applauded. Some draw that special card and ruin the evening for others. In the end, you only remember the screams.
WHAT IT'S ABOUT
The evil sequel to the party game that just wanted you to have fun
Flip 7: La vendetta (Revenge) is the merciless sequel to the award-winning Flip 7, once again designed by Eric Olsen and Alyssa Swatek. The first game had you flipping cards, hoping not to bust. This one adds personal vendettas, cards that halve others' points, forced four-card draws, and the irresistible urge to ruin the evening for whoever is winning. Published by The Op Games in 2026, translated into Italian by Ghenos Games.
You flip cards one at a time from an asymmetrical deck: one card with a 1, two with a 2, three with a 3, and so on up to 7. You cannot flip the same number twice. If you do, you bust and lose everything. You can stop whenever you want and bank your points. Or try for seven cards in a row for the legendary bonus. In between: special cards that allow you to steal any card from another player, halve the points on the table, or force an opponent to draw four cards. No one is ever safe.
What they say abroad
A party game that knows exactly how much it can torture you before making you laugh.
— FroGames
Revenge isn't a subtitle. It's a program.
— FroGames
Flip 7: La vendetta
Cards that change everything
Four ways to ruin someone else's evening
Halve
You cut an opponent's points in half. Rounded down. It's called revenge, not charity.
Steal
Take any card from another player's pile. You put it in yours. They glare at you.
Draw four
You force an opponent to flip four cards in a row. With no chance to stop. They'll probably bust.
Seven bonus
If you flip seven cards without busting, you double your points for the round. The whole table holds its breath.
Recommended sleeves 114 cards in 1 size ▼
If you play often, we recommend protecting the cards with clear sleeves to make them last a long time.
| Size | Quantity |
|---|---|
| 57 × 87 mm | 114 |
| Total cards | 114 |
In twenty minutes, someone will have sworn revenge. Someone else will have attempted the seven bonus and lost everything. No one will talk about who won.
A game in five acts
What happens at the table
Not the rules. The experience.
Cautious start
The first rounds are cautious. Everyone draws two, three cards at most. Nobody wants to bust immediately. There's still faith in math and common sense. It won't last long.
The first special card
Someone draws the Halve card. They use it. Someone else loses half of their accumulated points. The table understands what kind of evening it will be. Alliances form, break, and reform.
Attempting the seven bonus
A daring player decides to attempt the bonus: seven cards without busting. The table counts out loud. By the sixth card, the adrenaline is palpable. On the seventh, either triumph or tragedy.
Revenge served cold
The one who lost points at the beginning of the game draws the Draw Four card. They save it. They wait. When the leader is sure they're going to win, they force them to draw four cards. They bust. Laughter everywhere but from one chair.
End of game (or new game)
Someone wins by one point. Someone else accuses the winner of sheer luck. Someone demands an immediate rematch. No one remembers the score, but everyone remembers who used that Halve card at the perfect moment.
How to play
The flow of each round
A round lasts as long as you decide: until you stop, or until you bust.
Draw a card from the deck and flip it. If it's a number you haven't flipped yet this round, you keep it. If it's a special card, you use it immediately or set it aside.
You can stop and bank the points from the flipped cards. Or try another card. Each number can only appear once per round. If you repeat it, you bust and lose everything.
Special cards (Halve, Steal, Draw Four) are activated immediately or saved for the perfect moment. No one forgets who used them against them.
When you stop or bust, the turn passes. Points are banked (if you stopped) or cancelled (if you busted). First to reach the target score wins.
Why it's different from others
Six mechanics that make a difference
Asymmetric deck that increases risk
It's not a normal deck. There's only one card with a 1, two with a 2, three with a 3, and so on. The further you go, the higher the chance of drawing a duplicate and busting. Math works against you.
Nasty special cards
Classic Flip 7 was push-your-luck. Revenge adds cards that hit others. Halving points, stealing others' cards, forcing suicide draws. Direct interaction is ruthless and personal.
Seven bonus that's worth the risk
If you manage to flip seven different cards without busting, you double your round's points. It's mathematically difficult, socially spectacular, emotionally devastating if you fail on the last card.
Scales up to 28 players
Most party games die after 8 players. Flip 7: La vendetta goes up to 28. Downtime is minimal because turns are fast. Perfect for huge groups, parties, conventions.
Games lasting exactly 20 minutes
No long setups, no complex phases. Deal, explain, play: 20 minutes. Then you play again. And again. And one more time for a rematch.
Push-your-luck with real choices
It's not just luck. You can calculate probabilities (how many numbers are missing, how many cards are left), manage the timing of special cards, decide when to stop and when to risk everything. There's strategy, even if hidden.
How it ends
How to win and how to lose
The game ends when someone reaches the agreed target score (usually 77 points). But winning is relative.
Victory
- Be the first to reach the target score
- Complete a seven bonus and double your points at the right moment
- Use special cards against others at the perfect moments and they don't recover
Busting
- You flip a number you already flipped in the round: you bust, you lose all points for the turn
- Someone forces you to draw four cards and you bust as a result
- You attempt the seven bonus, get to the sixth card, and bust on the seventh in front of everyone
Flip 7: La vendetta is a party game that knows what it wants: to make you laugh while you get angry. Perfect for large groups, competitive families, and anyone who loves push-your-luck with a mean streak.
Frequently asked questions
FAQ about Flip 7: La vendetta
Do I need to know the first Flip 7 to play La vendetta?
No. Flip 7: La vendetta is standalone, you play it without ever having seen the original. The basic rules are identical (flip cards, no repeating numbers), but this one adds nasty special cards. If you know the first one, you'll immediately understand. If you don't, it makes no difference.
Can it really be played with 28 people?
Yes, technically. Practically: with more than 12-15 players, downtime increases, but remains manageable because turns are very fast. It's perfect for parties, events, huge groups where other party games collapse. With 3-8 players, it's ideal.
Do the special cards make the game too mean for children?
It depends on the children. The recommended age is 8+, but if your kids/nephews can handle being targeted and laugh when someone forces them to draw four cards, it works. If they get offended easily, wait a few years. Competitive families love it.
How much does luck count compared to strategy?
Luck is king. But you can calculate probabilities (how many cards of each number are left), decide when to stop, manage the timing of special cards. It's not always the luckiest who wins: it's the one who knows when to risk and when to ruin others' evening at the right time.
Is it available in Italian?
Yes. This edition is published by Ghenos Games in Italian. Cards, rulebook, everything localized. Ready to play immediately without having to translate anything.
Flip 7: La vendetta is a push-your-luck party game for 3-28 players, lasting 20 minutes, ages 8+. Designed by Eric Olsen and Alyssa Swatek, published by The Op Games and localized in Italian by Ghenos Games. You flip cards from an asymmetric deck without repeating numbers: one card with a 1, two with a 2, three with a 3, up to 7. You can stop whenever you want or try the seven bonus to double your points. Special cards (Halve, Steal, Draw Four) add mean interaction and personal vendettas. Perfect for competitive families, large groups, and anyone who loves push-your-luck with direct take-that. Available on FroGames.it.

Flip 7 - Revenge
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