Action Rules
The included optional odd-numbered card abilities.
Resolving an action
This optional module works with Basic or Advanced Red7. Whenever a 1, 3, 5 or 7 is played to a Palette, perform its Action if possible. Playing a card to the Canvas does not trigger its Action. Setup cards are dealt, not played as turns.
| Number | Action and timing |
|---|---|
| Put one card from an eligible opponent’s Palette face down on top of the draw deck. That opponent must have at least as many Palette cards as you. You may not play the 1 if you cannot remain in the round by your turn’s end. | |
| Draw one card; do nothing if the deck is empty. You may draw before choosing your optional hand discard to the Canvas, so the drawn card can provide a rule change. | |
| Play another hand card to your Palette; do nothing if your hand is empty. Resolve that new card’s Action too, if it has one, so fives can start a chain. | |
| Choose a Palette card and put it either on the Canvas or face down atop the draw deck. You may not play the 7 if you cannot remain in the round at turn end. [Advanced] The resulting Canvas discard gives no Advanced draw. |
Completing the turn
Resolve the Action as part of playing to your Palette. You can still use the normal hand-to-Canvas part of a turn afterward. Check the final winning set after resolving the sequence. Do not treat a five’s extra play as a second full turn.
Edition note
This guide follows the English v1.3 Action rules. Earlier booklets omit the explicit no-draw sentence on the seven and the explicit Action-chain reminder on the five. Use v1.3 when checking those interactions.