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Ludexv2026.11.01-65114139Red7Official rulebook ↗

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Tips & Strategy

Keep options for more than one rule.

How to teach it

Begin with a one-round Basic game and show Red, Orange and Blue with real cards. Have each player point at the qualifying set before comparing it. Introduce the other rules as they become useful, with the reference card visible. Add Advanced scoring later; add Actions after everyone understands the turn sequence.

Your first game

Look for a rule you can win with a single card before spending two. A card that helps a second possible rule gives you a fallback if an opponent changes the Canvas. Do not fill your Palette without checking what the other players could exploit.

High cards are strong tie-breakers, but they cannot replace a larger qualifying set. Save a high card when another play keeps you alive equally well; holding it may preserve a later escape. This is advice, not a requirement to delay every 7.

[Advanced] Keep the draw condition in mind: a small Palette makes it easier for a high hand discard to earn a replacement. Also inspect the set an opponent would bank before spending your last cards; conceding a small score can be better than extending a round that they will win for much more.

Player counts

With two players, every successful turn directly challenges the only opponent. With three or four, compare your proposed rule with every surviving Palette. A play that beats the player to your right may still lose against someone else.

Videos versus the rulebook

The videos below help demonstrate the layout and the changing-rule idea. This guide uses English v1.3 for timing: the seven’s Action discard never earns the Advanced bonus draw, and a five’s extra card resolves its own Action. Do not merge Basic, Advanced and Actions into one compulsory ruleset.

Sources

Rules

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