Lucky 7 Special Cards
Number cards decide whether you bust. Special cards decide who gets hurt. Here is every special card in Lucky 7, how many sit in the deck, and how to play it well. New to the game? Start with how to play.
- Lockdown
- Force 3
- Shield
- Bonus cards
- Steal
- Wild
- Vault
- Double Down
- ÷2
- Negatives
- Mirror
- Skip
- Recycle
- Swap
- Trash
- Time Bomb
In every deck
These cards are always shuffled in, whatever the table settings.
Lockdown3 PER DECK
Pick a player. They bank their current round points immediately and sit out the rest of the round. You can aim it at yourself to lock in a score.
Tip: freeze a rival who has only one or two small numbers before they can build a big round.
Force 33 PER DECK
Pick a player. They must flip three cards in a row, bust risk and all. Aimable cards they draw during the flips wait until the three are done, and are lost if they bust.
Tip: the more numbers a player already holds, the more likely three forced flips will bust them.
Shield3 PER DECK
Sits in front of you and blocks one hit. A duplicate bust is blocked automatically. When a Steal, Swap, Trash or the Time Bomb's blast targets you, you choose whether to spend it or save it. You can hold only one, so a spare Shield is handed to another player.
Tip: a raised Shield is your best moment to flip one more card, so save it for bust protection when you can.
Bonus cards: +2, +4, +6, +8, +10 and x21 OF EACH
Flat bonus cards add their value to your round score. The x2 doubles the total of your number cards before flat bonuses are added. They count only if you do not bust.
Tip: holding the x2 makes every number worth twice as much, which is a good reason to stay a little earlier and protect it.
Optional special cards
The player who creates a game picks which of these are in the deck. Recycle, Swap and Trash are premium: adding them to a game you create needs an unlock (500 coins for 30 days, or a permanent App Store unlock), but anyone can play at a table that already uses them.
Steal1 PER DECK
Grab one face-down card from any rival who has not busted, even one who already stayed. If you grab a number you already hold, you bust.
Tip: the fewer numbers you hold, the safer a blind grab is. Steal early in your round.
Wild1 PER DECK
Becomes any number you are missing, and you pick which. It can never bust you, it counts toward your points, and it counts toward a Lucky 7. Once assigned, a real copy of that number is a duplicate.
Tip: pick a number with few copies left in the deck, not just the highest value, so later flips stay safe.
Vault3 PER DECK
Locks in half of your current round points the moment you draw it. If you bust later in the round, you still score the vaulted amount.
Tip: a Vault drawn on a big round is a license to keep flipping for a Lucky 7.
Double Down1 PER DECK
The next number you flip counts twice. It stays armed in front of you until a number lands.
Tip: with most of the deck made of high numbers, your next flip is likely worth a lot, so it is often worth taking.
÷21 PER DECK
The opposite of x2. You place it on a rival, even one who already stayed, and it halves their number total (rounded up). Turning it on removes the x2 from the deck.
Tip: aim it at the player with the biggest banked round, not the lowest.
Negatives: -2, -4, -6 and -101 OF EACH
Penalty cards you place on any rival, even one who already stayed. They can drag a round below zero. Turning them on replaces the +2 to +10 bonus cards.
Tip: a -10 on the leader late in the race can swing the whole game.
Mirror2 PER DECK
Sits in front of you. The next card aimed at you bounces back at the player who played it. You can hold only one; a spare Mirror shatters.
Tip: while your Mirror is up, rivals should think twice, and you can flip without fear of their attacks.
Skip2 PER DECK
Pick a rival. They sit out their next turn. You cannot skip yourself.
Tip: skip the player closest to a Lucky 7 to buy the table one more turn.
Recycle2 PER DECK, PREMIUM
Send a card back into the deck: a number, a bonus or penalty card, or a Shield, from your own cards or a rival's. Its owner draws a replacement, bust risk included.
Tip: recycle a penalty stuck on you, or force a rival with many numbers into a risky redraw.
Swap1 PER DECK, PREMIUM
Trade one of your cards for one of a rival's, and you choose both sides. Numbers and bonus or penalty cards can be traded. Players who are locked in are safe.
Tip: hand your -6 to a rival and take their 12 in the same move.
Trash1 PER DECK, PREMIUM
Remove one card from any player's table: a number, a bonus card, the x2, or a held Shield. Penalties stick and cannot be trashed.
Tip: trashing a rival's x2 or Shield often hurts more than trashing their biggest number.
Time Bomb1 PER DECK
Lands ticking in front of whoever draws it, then slides to the next player each turn. After a hidden number of turns it blows, and whoever holds it takes -10. A Shield can block the blast.
Tip: nobody knows when it goes off, so bank a safe score if the bomb is about to reach you.
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