Sevens (Card Game): Rules and How to Play
Sevens is a card game for 3 to 6 players that takes about 10 minutes. Build out from the sevens and empty your hand first. Free. In-browser. No account.
Setup
- Three to six players. You need a 52-card deck and one joker.
- Deal the same number of cards to everyone; any spare cards go round one at a time.
- Lay the four sevens on the table. Sevens dealt into hands go straight out.
- The player dealt the seven of diamonds leads.
How to play
- On your turn, lay one card next to a card already on the table — same suit, one step up or down.
- Each suit builds outwards from the seven in one run. You cannot skip a gap.
- A joker can be laid on one open spot whose real card you do not hold. That spot is then blocked.
- If you cannot or do not want to play, you pass. You may pass three times.
- Passing with no passes left puts you out, and your whole hand goes face up on the table.
Winning and scoring
- The order in which players empty their hands sets the places: first, second and so on.
- A player who is out takes the lowest place still open at that moment.
- When only one player is left, they take the next place and the game ends.
Defaults on this site
| Item | Default on this site |
|---|---|
| Players | 3–6 players (set automatically by the party size) |
| Turn time limit | None by default (the host can set 30 or 60 seconds) |
| If someone drops mid-game | Reopening on the same device returns you to your seat. If you do not return, the CPU plays in your place. |
| Draws | For games that allow a draw, ratings do not change. |
| Source of the rules | Based on the standard reference rules |
Rules supervised by Qdan, Inc. (based on the standard reference rules)
House rules
Defaults follow the standard reference rules. The party can change these.
| Name | Description | Default | Changeable |
|---|---|---|---|
| Passes | How many times you may pass before you are out. | 3 | Yes |
| Centre card | The rank laid on the table at the start. | 7 | Yes |
| Ace-king link | Whether a full end joins on to the other end. | Off | Yes |
| Jokers | How many jokers go into the deck. A joker fills a spot you do not hold. | 1 | Yes |
| Pass at will | Lets you pass even when you could play, to block the others. | On | Yes |
Terms
- Centre card
- The rank laid out at the start. Normally the seven.
- Pass
- Giving up your turn without playing. Run out of passes and you are out.
- Out
- Using up your passes. Your hand goes face up and you take a low place.
- Blocking
- Holding back a card you could play so the others cannot continue.
- Ace-king link
- A house rule that joins the ace end to the king end. Off by default.
FAQ
How many passes do I get?
Three by default. A fourth pass puts you out and your hand goes face up. A party can set this from 0 to 5.
Can I pass when I could play?
Yes — that is how you block the others. A party can turn Pass at will off, and then you may only pass with nothing to play.
What happens to the cards of a player who is out?
They go face up on the table. They may leave gaps, and play still only continues from the nearest open spot to the centre.
Where can the joker go?
On one open spot whose real card you do not hold. The spot is then filled by the joker and the real card can never be played.
Do the ace and the king join up?
Not by default. A party can choose Link (you may also play from the other end) or Tunnel (play moves to the other end).
Play now with these rules
Last updated 2026-09-13 · Run by Qdan, Inc.