Lesson 4 gave you the bust count: add up each number in your row, minus one per card, and you know how many cards in the deck can end your round. That count works on number cards. But six cards in the deck are not numbers at all. They are the modifiers. Some players stop the moment a +10 lands; others push harder on a doubled row. Neither is quite right.
The six modifiers
The 94-card deck holds one each of +2, +4, +6, +8, +10, and x2, per the rulebook. They are not number cards, so they never count toward Flip 7 and you can never bust on one. They go above your row, and they score like this:
- Add your number cards.
- If you have the x2, double that total.
- Add your plus cards.
- Add 15 if you flipped 7.
The x2 touches only your number total. It never doubles the plus cards or the Flip 7 bonus. A row of 7, 4, 9, and 2 with the x2 and a +10 scores 22, doubled to 44, plus 10, for 54.
How often will you see one? In our simulation of four-player tables, about 15 cards go out each round, so the whole deck passes through roughly once every six or seven rounds. Over a typical game, each modifier turns up for someone about once, sometimes twice. Rare enough that few players build a habit for them.
Every hit is a trade
Each time you hit, you risk everything in front of you to gain one more card. Lesson 4 boiled that down to two numbers: what you could lose (your round score times your bust chance) and what you could gain (the average value of the next card). Modifiers change those two numbers in different ways.
A plus card only raises what you could lose. It sits in your score, so a bust takes it away. But it does nothing for the next card. A 7 is worth 7 whether or not a +10 sits above your row.
The x2 raises both sides. It doubles the number total you could lose, and it also doubles every number card you might flip next. Both sides of the trade grow together, so the answer to “hit or stay?” barely changes.
Three rows, worked out
These use a fresh deck with only your own cards gone, the same setup as the table in lesson 4. “Average change” is what one more hit adds to your round score on average, counting busts as a loss of everything.
7, 4, 9, and 2. Worth 22. Bust count 6 + 3 + 8 + 1 = 18 cards out of 90, exactly 20 percent. One more hit adds about 1.7 points on average. Hit.
Same row, plus a +10. Worth 32. The bust count does not change, still 18 out of 89. But now a bust costs 32, and the next card still only adds its face value. One more hit now loses about 0.4 points on average. That is a coin flip leaning toward stay.
Same row, plus the x2. Worth 44. Same 18 bust cards, out of 89. A bust costs twice as much, but every number you might flip is also worth twice as much. One more hit adds about 2.7 points on average. Still a hit, same as without the x2.
And on a row that was already a stay, the x2 keeps it a stay. A row of 12, 9, and 7 loses about 2.9 points per hit on average without the x2, and about 6.9 with it. The doubled row just makes the right answer louder.
A simple rule that holds up
We tested three ways to use the stay-at-25 habit from lesson 4, in a simulation of the real deck with action cards included:
- Counting your full score, x2 and plus cards and all, toward 25 averaged about 19.0 points a round.
- Counting only your number cards toward 25 averaged about 19.4.
- Counting your number cards plus half your plus cards toward 25 also averaged about 19.4.
The gap is small, about 0.4 points a round, or roughly 4 points over a ten-round game. But it points one way. Judge your stop on your number cards, ignore the x2, and let plus cards pull you a little earlier. The worst habit is letting a doubled score scare you into staying on a short row.
When hitting is free
One case is not close at all. If you hold no number cards, the next card cannot bust you, because there is nothing to match. The rulebook lets you stay with only a plus card in front of you and still score it, but you should almost never do it. Hit, and you keep the plus card no matter what comes.
The x2 is the extreme case. Stay with only the x2 and you score nothing, since doubling zero is still zero. With no numbers, a hit is pure upside.
The short version
- Plus cards: count about half of them toward your stop line.
- The x2: ignore it when deciding, enjoy it when scoring.
- No number cards yet: always hit.
With these and the bust count, your own row is covered. Level 2 turns to everyone else’s.
Next lesson
Reading the Table: Freeze, Flip Three, and Second Chance
Level 2 begins with reading the table: where to aim Freeze and Flip Three, what to do with a spare Second Chance, and why one card can rescue a player or wreck them.
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