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Tips flipsevenwithavengeance: Difference between revisions
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'''Slow and steady wins the FLIP!...''' The key to "push your luck" games is knowing when to push. Three cards is pretty good, especially if they are double-digit numbers. Gaining thirty points per round is a decent rate. Forty or more is ''very'' good. Measure your greed. If you get the {{card|'''2x'''|color=brown}}, it may be best to take the double points with two than risk losing it. | '''Slow and steady wins the FLIP!...''' The key to "push your luck" games is knowing when to push. Three cards is pretty good, especially if they are double-digit numbers. Gaining thirty points per round is a decent rate. Forty or more is ''very'' good. Measure your greed. If you get the {{card|'''2x'''|color=brown}}, it may be best to take the double points with two than risk losing it. | ||
Remember how many of each card are in the deck. There are twelve copies of the {{card|'''12'''|color= | Remember how many of each card are in the deck. There are twelve copies of the {{card|'''12'''|color=dimgray}} card, eleven copies of the {{card|'''11'''|color=blue}}, and so on. There is only one {{card|'''1'''|color=gray}} and one {{card|'''0'''}}. So if your hand has mostly low cards, you can risk going for more. | ||
Observe how many cards remain in the deck, especially how many before a reshuffle. Remember what cards have been discarded/used to know if you should take another card. | Observe how many cards remain in the deck, especially how many before a reshuffle. Remember what cards have been discarded/used to know if you should take another card. | ||
Revision as of 16:14, 5 October 2026
Slow and steady wins the FLIP!... The key to "push your luck" games is knowing when to push. Three cards is pretty good, especially if they are double-digit numbers. Gaining thirty points per round is a decent rate. Forty or more is very good. Measure your greed. If you get the 2x, it may be best to take the double points with two than risk losing it.
Remember how many of each card are in the deck. There are twelve copies of the 12 card, eleven copies of the 11, and so on. There is only one 1 and one 0. So if your hand has mostly low cards, you can risk going for more.
Observe how many cards remain in the deck, especially how many before a reshuffle. Remember what cards have been discarded/used to know if you should take another card.
If all opponents have busted and you have points, take them. Don't push your luck when you don't have to. It will run out.
Give the JUST ONE MORE card to the competitor with the highest total points, but don't bother freezing someone who already has three cards, as they will probably stand for their next turn.
Give the FLIP 4 card to yourself if you have no cards. Otherwise, give it to someone with two or three cards so they will get a duplicate and bust.
If someone is about to win the game, note where you will fall in order. It is better to take second place than to risk getting the Flip 7 (if you care about ELOs, that is).