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How To Play - Flinch - Game Rules
Celebrating its 100th anniversary card game, a perennial favorite Flinch
since 1903. Flinch the original and still the best stockpile card game.
 

 

Card Games | All Educational Games
Order Flinch

 

FLINCH® CARD GAME

OBJECT:
The object of the game is simple: be the first player to play all ten cards
from your "Stockpile." You do this by, whenever possible, playing a
card in numerical order onto a "Play Pile" in the center of the table.
You also hold a hand of cards and you’ll form several "Reserve Piles"
during the game to store cards from your hand until they are playable.
These cards will eventually help you to play your Stockpile cards.
 
EQUIPMENT:
The equipment consists of 3 identical decks, totaling 135 cards.
Combined, these cards make up nine "series," each numbered from
1  through 15. NOTE: remove the 9 FLINCH Wild cards from each
deck before beginning play. They are used only in the new "FLINCH
2000" variation (those rules appear on the flip-side of these rules).
 
PLAYERS:
Any number from 2 to 8 may play. When more than four people play,
you’ll need to combine two games’ worth of cards.
 
THE LAYOUT:
FLINCH is a game where cards are laid out in several different piles
(see Illustration) and are referred to in the rules as follows:
 
THE STOCKPILES consist of the first 10 cards dealt face down to
each player. You place your Stockpile cards in a pile directly in front
of you and turn the top card of the pile face up, keeping it atop your
pile.
 
THE HANDS are the next five cards dealt to each player. Pick up
your hand and hold it so that you can see the cards, but no one else can.
 
THE STACK is made up of all the cards remaining after the
Stockpiles and the Hands have been dealt. These are divided into
groups of five cards each and are not exposed. If you wish, you can
use the tray in the package to arrange the five card groups in criss-cross fashion,
so that each group lies crosswise on top of the group
immediately beneath it (see E, in the Illustration). If not, just form a
Draw Pile. The Dealer will give the 5 cards on top to each player
when a new hand is needed.
 
THE RESERVE PILES are formed after play has started.
Whenever you pass or complete your play, you must place one card in
front of your Stockpile. You place these cards alongside each other
until you have started 5 Reserve Piles. From then on, you may play on
top of any of the five Reserve Piles you desire. If, during the course of
the play, you exhaust one or more of your Reserve Piles, you must
start  them again before you can play on top of any of your remaining
Reserve Piles.
 
• THE PLAY PILES are formed after play has started. See THE
PLAY and THE PLAY PILES, below, for more information about the
Play Piles.
 
THE DEAL:
Select a player to be Dealer. The Dealer shuffles all the cards in play
thoroughly and deals them as described above, forming the Stockpiles,
the Hands, and the Stack.
 
THE PLAY:
The player to the left of the Dealer plays first. Let’s assume that’s you.
If you have a 1 card exposed on your Stockpile, play it to the center of
the table. This is the first card of the first Play Pile. Turn up the next
card in your Stockpile. If that card is also a 1 card, you must play it to
the center of the table alongside the first card, starting the second Play
Pile. When the card exposed on your Stockpile is not a 1, look in your
hand and play in a similar manner any 1 card that you may be holding.
If you’ve been able to play a 1 card and hold in your hand (or have
exposed on your Stockpile) a 2 card, you may play it on top of any 1
card that has already been played. You may continue to play as long as
you can build up in sequence on top of any of the Play Piles. All 1
cards  in your hand must be played, but other cards may be held and
played as desired. NEW HAND: If during your turn you exhaust your
hand, you draw a group of five cards from the Stack to form a new
hand, then continue your turn. When you cannot play any cards or do
not wish to play any more cards, you select a card from your hand and
place it on the table face up to start a Reserve Pile. If, as occasionally
happens, no player has a 1 card to start the game, each player lays
down all five cards from his/her hand and starts five Reserve Piles.
Each player, in turn, draws a new hand from the Stack. If there is still
no player able to play a 1 card, players again place their entire hands in
their Reserve Piles; since all five Reserve Piles have now been started,
they may distribute them as they wish. All five cards may go onto one
Reserve Pile if a player thinks it is advantageous to do so. After the
first 1 card has been played, each player must end his/her turn by
playing a card from his/her hand to one of his/her Reserve Piles.
 
THE RESERVE:
Once a Reserve Pile has been established, you may play from it to the
center of the table if you have the proper card on top. You may do so
at any time during your turn after you have played all of your 1 cards.
1 cards may never be played to a Reserve Pile. You are not required
to play from your Reserve Pile, but should do so if it will help you to
play from your Stockpile, or hinder your opponents from doing so. You
may not look underneath the top card of any of your Reserve Piles but
should try to remember what is there. It is usually wise to try to build
Reserve Piles in reverse sequence for ease in remembering and in
order to make possible the play of more cards on a single turn. When
a Reserve Pile is exhausted it must be restarted by placing the next
discard in the open space to bring the number of Reserve Piles back to
five as quickly as possible. Cards, once played, cannot be moved from
one Reserve Pile to another. Reserve Piles may be exhausted and
re- established several times during the course of a game.
 
THE PLAY PILES:
The Play Piles go up from 1 to 15. Once a 15 is played, the entire Play
Pile is removed from the table. When several Play Piles have been
removed and all of the cards have been used from the Stack, shuffle
these used cards and deal out again to continue the game.
 
CHALLENGING ("Flinch!"):
On each turn players must first play from the Stockpile if possible.
If they fail to do so, any opponent may call "Flinch!" Any player so
challenged must stop playing immediately, draw the top card from the
Stockpile of the opponent who issued the challenge, and place it at the
bottom of his/her own Stockpile. You may also challenge an opponent
if you believe the opponent is holding a 1 card in his/her hand after it
should have been played. If you are correct, the player challenged is
penalized as above; if not, the challenger draws the penalty. A player
who is challenged and penalized ends his/her turn and does not discard
to his/her Reserve Piles on that turn. If two players issue a challenge
at the same time, the challenger nearest to the left of the challenged
player receives the credit or penalty for the challenge.
 
HOW TO WIN:
The player who first succeeds in playing all of the cards from his/her
Stockpile wins the game!
 
ADDITIONAL NOTES:
Once a card in your hand is exposed, it must be played. If it cannot be
played, you must take it back into your hand, your turn ends, and you
do not discard to a Reserve Pile. If you expose a card when it is not
your turn, you must play that card first on your next turn. If you cannot,
you must pass that turn. If the game becomes blocked (the Stack is
exhausted and no player is able to play except one who refuses to
play),  the player holding the releasing card must play it. If there is
more than one player holding a releasing card, the first player with a
releasing card, beginning with the player on the Dealer’s left, must
play it.
 
ABOUT FLINCH:
The first and greatest of all stockpile card games, FLINCH has
entertained millions of people since it was first published in 1905.
 
Here’s a rare photo of an early play session. Note the man on the
right;  that’s George Parker, the founder of Parker Brothers.
 
FLINCH became an instant success because of its novelty and
simplicity. The novelty included the idea of playing onto several building
piles and storing cards not yet playable in reserve piles. The simplicity
is in the winning. You win by being first to play the mere ten cards in
your stockpile. The goal sounds so easy, until you’re in the heat of the
game against two or more opponents!
 
FLINCH cards are versatile, so more ways to play were created over
time. And now we’re very happy to include the rules for FLINCH
2000–the same great classic game, but with newly introduced
FLINCH  Wild cards. Enjoy!
 
VARIATION:
An interesting variation is to start the Play Piles with either the 1’s
or the 15’s, building up on the 1’s and down on the 15’s. Another
variation is to start with 8’s, building both up and down. The 9, 10, etc.
are built up from one end of each 8. The 7, 6, etc. are built down from
the other. All other rules apply in both of these variations.
 
PARTNERSHIP GAME:
The same rules apply, except that if you’re in a Partnership Game
you may also play from your partner’s Stockpile and Reserve Piles.
If you have an opportunity to play from both your own and your
partner’s Stockpile at the same time, you must play from your own
first.  Otherwise, you play from your partner’s Stockpile exactly as you
would from your own. After one Stockpile is exhausted, both partners
continue playing from the remaining Stockpile until it is exhausted, after
which the game ends. You may be challenged for failing to play from
your own or your partner’s Stockpile, for giving your partner
information regarding the best way to play, for looking at a card
underneath the Reserve or Stockpiles, for playing out of turn, or for
failing to play a 1 card.

 
 

 

 
 
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