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Gamehelpflipthetable

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Objective

Flip the Table! is a two-player tactical card game about filling board-game tables with the right gamers.

You win in either of two ways:

  • Gather two tables and keep both gathered through your opponent's next turn.
  • Spend a ready Flip token and reveal WIN under a table.

Revealing LOSE gives the victory to your opponent. Revealing NONE replaces that table and the game continues.

Setup

  • Three tables are placed in the common play area.
  • Each table begins with one gamer.
  • Four gamers begin in the lobby.
  • Each player draws five cards.
  • Every table has a hidden underside. Across all nine tables there are two WIN, two LOSE, and five NONE results.

Your turn

Take exactly one action:

  1. Play one card from your hand.
  2. Draw a card from the deck.
  3. Flip a table by spending one ready Flip token.

After resolving the action, select End turn. You cannot pass without taking an action.

An action may be undone only while it has revealed no hidden information. Drawing, peeking, shuffling, flipping, and any other hidden-information effect cannot be undone.

The hand limit is five cards. When prompted, discard until you have five.

Tables and games

Playing a game card opens that game at a table and makes you its owner. It replaces any game already there. An opponent's gathered table is locked and cannot be replaced by a game card.

Each game is Heavy, Light, Universal, or Mass. A gamer contributes only when their preference or special ability accepts the current game:

  • YES and FORCED gamers normally contribute 1.
  • NO and WAIT gamers contribute 0.
  • Some special gamers contribute 2.

The number printed beside Gather is the contribution needed to gather that table. Tables hold at most six gamers.

Some light games have Crowd Pull: after the game opens, gamers automatically move from the lobby until its Gather value is reached or the table is full.

Skill cards

Recruit

  • Summon Gamer / Take a Seat: move one gamer from the lobby to any table with an open seat.
  • Peer Pressure / Just One Game: force one visible NO gamer to accept the game at their current table.

Move

  • Swap Seats / Musical Chairs: exchange two gamers seated at different tables.
  • Change Table / Fresh Setup: replace one table. Its game is cleared and all gamers seated there return to the lobby.

Disrupt

  • Expel Gamer / Not Invited: return one seated gamer to the lobby.
  • Play Loud Music / Turn It Up: return every visible NO gamer at one table to the lobby.

Tactics

  • Peek Underneath / Check the Odds: privately inspect one table's hidden result.
  • Mix the Table Covers / Shell Game: shuffle all hidden results, erase all Peek knowledge, then draw one card.

Special gamers

  • Richard: always accepts, contributes 2, and draws you a card when you seat him from the lobby.
  • Stinson: accepts every game and cannot be expelled.
  • Gelev: normally says NO. When forced, he contributes 2 and draws a card for the player who forced him.
  • Xuzheng: accepts Heavy games and cannot be forced.
  • YEYE: normally says NO and prevents a table from being gathered while unforced.
  • Sam: accepts Heavy games and contributes 2 to Ark Nova or Ark Nova: Marine Worlds.
  • Other gamers accept the game types shown on their cards. Olivia and Nora are fans of Itty Bitty Card Game; Xuzheng and Marcus are fans of Splendor.

Earning Flip tokens

Played cards remain recorded by their five card categories: Game, Recruit, Move, Disrupt, and Tactics.

Earn a Flip token by completing either pattern:

  • Six played cards of one category; or
  • At least one card of every category, plus two additional cards of one category.

The cards used in the pattern are cleared from your category record. A newly earned token becomes ready at the start of your next turn. You may hold at most two Flip tokens.

Flipping a table

Instead of playing or drawing, spend one ready Flip token and choose any table:

  • WIN: you win immediately.
  • LOSE: your opponent wins immediately.
  • NONE: replace that table; its seated gamers return to the lobby and play continues.

Peek information belongs only to the player who gained it. Replacing a table or shuffling the undersides removes the affected knowledge.

Gathering victory

At the end of your turn, if you own at least two gathered tables, you establish a claim to victory. If you still own at least two gathered tables after your opponent completes their next turn, you win.

Your opponent can break the claim by changing the gamers or games so that you control fewer than two gathered tables.