Sevens (Shichi Narabe / Fan Tan) is a Japanese layout card game for four players. The four 7s are placed first, then players extend each suit row one adjacent card at a time. Legal cards must connect to their suit's 7 through already-laid cards. Passing is allowed (up to 3 times per deal; a 4th pass forfeits your hand onto the table). The first player to empty their hand ranks highest, and leftover cards score penalty points: A=1, 2–10 face value, J/Q/K=10. The lowest total over three deals wins the match.
Play now — it's freeA standard 52-card deck without jokers. Four players receive 13 cards each; nothing is set aside.
After the deal, all four 7s (♠♥♦♣) are placed in the middle as the start of their suit rows. On this site that happens automatically, and the ♦7 holder plays first.
On your turn, place one card or pass. A card is playable when it is one rank away from a laid card of the same suit AND connected to the 7 through laid cards of that suit:
| Table state (example) | Playable cards |
|---|---|
| ♠5–♠9 laid | ♠4 and ♠10 |
| ♠5–♠9 plus a forfeited ♠J | Only ♠4 and ♠9 (♠10/♠Q do not connect to the 7) |
| Only ♥7 laid | ♥6 and ♥8 |
A and K are never adjacent (the "tunnel" rule is a house rule and not used here).
If you cannot (or strategically will not) play, you pass. Each player may pass up to 3 times per deal. A 4th pass forfeits the hand: all your remaining cards are laid face-up on their proper spots and count as your penalty. Forfeited cards can extend the rows, but only cards connected to a 7 become playable for others.
Players who empty their hand rank 1st, 2nd, 3rd in order. Forfeited players rank below everyone who finished, with the earliest forfeit last.
At the end of a deal, every card left in your hand (or forfeited to the table) scores penalty points:
| Card | Penalty |
|---|---|
| A | 1 |
| 2–10 | Face value |
| J, Q, K | 10 each |
Penalty points accumulate over three deals; the player with the lowest total wins the match. Chip payouts per deal follow the finishing order.
Face cards (J/Q/K) are the heaviest penalty — shed them as soon as they are legal.
A and K are far from the 7 and rarely become legal; plan their exit early.
6s and 8s come up often and make good "stops" — they are worth holding.
Guard your 3 passes; wasting them early can end in a costly forfeit.
All 52 (no jokers). In the 4-player game each player is dealt 13 cards.
Traditionally 3–10, but this site always seats 4 players at 13 cards each.
The four 7s are laid out to open the four suit rows, and the ♦7 holder takes the first turn.
Any card one rank away from a laid card of the same suit, provided the laid cards connect it to the 7 — e.g. with ♥7–♥9 out you may play ♥6 or ♥10.
Three per deal. You may also pass strategically while you still have passes; a 4th pass forfeits your hand onto the table.
Leftover cards at the end of a deal score A=1, 2–10 face value, J/Q/K=10. Forfeited cards count the same way.
The player with the lowest accumulated penalty over three deals. Finishing order each deal also decides chip payouts.
No. A extends from the 2 side and K from the Q side; the tunnel house rule is not used here.
Yes — you can play free at sevens.yeeqia.com directly in your browser, no download or sign-up required.
Yes, the site is mobile-first and runs in any modern Android or iOS browser.