The rules library from Jaques of London · Makers of fine games since 1795
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By Jaques of London
Est. 1795
Games RulesCard Games › Sevens

How to Play Sevens

The quick answer: The aim of Sevens is to be the first player to get rid of all your cards. Players take turns laying cards onto shared sequences built outward from each seven, one rank at a time in suit. If you cannot play, you pass. First hand empty wins.

Sevens is a shedding card game for three to eight players in which everyone races to empty their hand by extending four shared sequences, one per suit, built outward from the sevens. It needs no special equipment beyond a standard deck and rewards both patience and timing, making it a genuine all-ages game rather than a polite fiction.

It is a staple of kitchen tables, camping trips and rainy school holidays across the UK and much of Europe. The rules are simple enough to teach in two minutes yet the blocking and holding decisions give experienced players a real edge over beginners.

Players3-8
Ages6+
Time20 to 40 minutes
EquipmentStandard 52-card deck, no jokers

A little history

Sevens is known under several names across Europe, including Fan Tan, Domino and Parliament, which suggests it spread widely during the nineteenth and early twentieth centuries, but its precise origins are unclear. The name Parliament appears most often in older British card-game references, while Fan Tan is the label most commonly used in North American guides. Beyond that pattern of documented names and wide geographic spread, the early record is thin.

Setting up

  1. Seat three to eight players around a table with space in the centre for four growing card sequences.
  2. Choose a dealer by any agreed method, for example cutting the deck highest card deals.
  3. Shuffle the full 52-card deck thoroughly.
  4. Deal all cards clockwise, one at a time, face down. With some player counts the hands will not be equal: unequal hands are normal and accepted.
  5. Players pick up their cards and sort them by suit. No cards are placed face up yet.

How to play

  1. The player holding the seven of diamonds plays it face up to the centre to start the first sequence. If no one agrees to lead with the seven of diamonds, the player holding the seven of clubs leads instead, or any agreed seven. Some groups allow any seven to open.
  2. Play passes clockwise. On your turn you must play a card if you legally can. You may not voluntarily pass when a legal play exists.
  3. A legal play is one of three things: (a) place any other seven to start a new suit sequence, (b) add the eight of a suit already started to the high end of that suit's sequence, or (c) add the six of a suit already started to the low end of that suit's sequence.
  4. Each suit sequence extends outward from seven in both directions: downward toward ace and upward toward king. Cards must be placed in strict rank order with no gaps.
  5. If you have no legal play, you pass your turn. In some scoring variants you place a chip or token into the pool when you pass; see Variations.
  6. Play continues clockwise, each player either laying one card or passing, until one player places their final card.

Winning and scoring

The first player to play their last card wins the hand. In a single-hand game that player wins outright. In a multi-hand scoring game, the winner scores zero and all other players score penalty points equal to the face value of the cards still in their hand, with ace counting 1, number cards at face value, jack 11, queen 12 and king 13. The overall winner is the player with the lowest cumulative score after an agreed number of hands, typically one deal per player.

The fine points

The most common dispute is whether a player may pass when they hold a playable card. The standard ruling is clear: passing is only permitted when no legal play exists. If a player is caught passing illegally, the standard penalty is that they must immediately play the card they should have played and receive an agreed penalty such as two extra points or two chips. It is worth agreeing this rule explicitly before play begins.

A second regular edge case is the opening move. If the game requires the seven of diamonds to lead and the player holding it has a strong tactical reason to delay, they simply cannot: holding the lead seven is not optional. Where the opener is any seven chosen by the holder, players should agree the rule before dealing. In all cases, once a seven is played it is permanently on the table and cannot be retrieved.

How to win more often

Variations

Chip Penalty (Fan Tan)

Each player starts with an equal number of chips or tokens. Every time a player passes, they pay one chip into a central pot. The winner of the hand takes the entire pot. This version is commonly called Fan Tan and adds a light gambling element that increases the cost of holding awkward cards.

Parliament (strict passing penalty)

Under the Parliament variant, a player who is caught passing illegally must take three chips from the pot rather than one, and must also play the concealed card immediately. This stricter penalty makes bluffing passes and attempts to delay the opener much riskier and tends to speed the game up considerably.

Domino (any suit opens)

In the Domino variant any player may start any new suit sequence at any point, not just when a seven is forced by the turn order. This removes the tactical delay on sevens and makes the game flow faster and more evenly, which suits younger or less experienced players.

Two-deck Sevens

With six or more players, a second shuffled deck is added, giving two copies of every card. Duplicate cards may both be played, extending the sequences in the same way but allowing two players to play the same card in sequence. This version manages larger groups smoothly and reduces the frustration of being entirely blocked by one withheld card.

Sevens: frequently asked questions

Do you have to play the seven of diamonds to start the game?

In the most common UK version, yes: the holder of the seven of diamonds must open with it. Some groups allow any seven to start; agree which rule you are using before dealing.

Can you pass when you have a card you could play?

No. Passing is only allowed when you genuinely have no legal play. Passing with a playable card is against the rules and normally carries a penalty agreed before play begins.

What happens if the hands are unequal because the cards do not divide evenly?

Unequal hands are normal and accepted. Some players with one extra card are at a slight disadvantage, but this is inherent in the game at certain player counts and is not corrected during play.

Can you play more than one card on your turn?

No. You play exactly one card per turn or pass. There is no mechanism to play multiple cards in a single turn.

What age is Sevens suitable for?

Most children grasp the rules comfortably from around age six. The game involves recognising card order and suits rather than reading or complex arithmetic, so it is accessible to most school-age children.

How many players can play Sevens?

Three to eight players works well with a standard 52-card deck. Below three the game is too mechanical; above eight it can stall badly. For larger groups, use two decks.

What is the difference between Sevens, Parliament and Fan Tan?

They are the same core game under different regional names. Parliament is the older British label, Fan Tan is the common North American name, and Sevens is the widely used plain-English name. Specific rule details around passing penalties can vary by name.

If only one seven has been played, can you add to the other three suits?

No. You can only extend a suit sequence that has already been started with its seven. Until a suit's seven is on the table, no other card from that suit may be played.

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