Red 7 is a fast paced, ever-changing, card game from Asmadi Games. It takes around five minutes to play, unless you are using the advanced/optional rules, where you play a number of rounds, scoring points until one player has enough to win.
The basic premise is simple, cards of seven colours, each colour containing the numbers one to seven. Each player is dealt seven cards to form their hand, and an eighth, face up in front of them, to start their ‘palette’ and a central discard pile which shows the current rule, and way to win. Your palette is where you will play cards to try to win each turn, and the discard pile is where you can put cards to change the current winning condition.
On a players turn they have three options, play a card to their palette, play a card to the discard pile, or do both (technically there is a fourth option, and that is do nothing, and lose this round). The card on top of the discard pile determines how you can win (stay in the game) on your turn, for example, the game starts with Red (highest card wins) in the middle, so at the end of your turn, you must have the highest card in play out of all the palettes. If you don’t have a high enough card in your hand to do this, the next option would be to play a more advantageous rule to the middle, maybe Blue (most different colours) and then either you are winning, or play a card to your palette to make sure you are. In case of ties, the colours are the tie-breaker, Red being the highest, then running down the spectrum, Orange, Yellow, Green, Blue, Indigo and finally Violet.
If at the end of your turn, you have played all the cards you can, and you are still not currently winning, you are out, you are also out if it comes to the start of your turn, and you have no cards left. Although as a round only takes a few minutes to play, you will never be sitting there waiting for long.
The advanced rules are very simple, when you win a round, you take the highest card of every colour from your palette, and keep them face down to one side, these are your scoring cards, and are not used in subsequent rounds, making each round different, as there is no longer a full deck to play with. When you discard to the centre, the number on the card must be at least as high as the number of cards in your palette, and finally, on odd numbered cards, there are symbols, these denote actions that are taken as the card is played, the seven allows you to discard another card to the central pile, as long as it is legal, and leaves you winning the turn, the 5 allows you to play an additional card to your palette, the three allows you to draw a card form the deck, and the one lets you take a card from another players palette and put it on top of the draw deck.
I found this game to be a great game to play in a board/card game night, and a definite to stick in my bag when I head off to an evening round a friends or a convention.