How it plays
Everyone has five cards in hand and three chips. In turn, each player plays a card, announces the new total aloud and draws a card. In the German edition reviewed, the deck contains number cards up to 10, minus-10 cards, the numbers with two identical digits from 11 to 66 and a 76. Whoever announces a number with two identical digits gives up a chip; whoever reaches 99 or more also gives up a chip, and that ends the round. “x2” forces the next player to play two cards, and the change of direction reverses the order of play. The last player remaining wins.
What it can help develop
Double Down is non-stop mental math: adding across a multiple of ten, counting in steps of ten and, with the -10, calculating backwards to below zero. Working memory holds the total while the child works through every card in hand: at 40, the 4 would be a trap, the 5 would not. After “x2”, two calculation steps have to be right one after the other. The game demands impulse control, because the rescue cards (zero, -10, change of direction, “x2”) are most valuable just before 99; players who squander them early are often left with no way out later.
Especially suitable for
- Children from age 8 who are consolidating numbers up to 100
- Family groups with children and grandparents
- Sociable groups of four or more people
Less suitable for
- Children who freeze under the pressure of calculating
- Strategy fans: the luck of the draw decides a lot
Our verdict
Double Down is a worthwhile choice for family groups of four or more people where children from age 8 practice mental math on the side. The rules are quick to learn, and special cards bring twists. Its limitations are a high luck factor, little appeal with two players, downtime in large groups and the pressure of calculating for children who freeze under it.
Getting started
- Explain beforehand that the total can also fall below zero with the -10 card.
- For the first game, choose a group of four or more people, but not too large: with two players the game is considered unappealing, and with as many as eight people the downtime gets long.
In detail
Variants and player count
According to the publisher’s German page, the German edition “Lobo 77” comes with 55 cards and 24 chips. According to the rules, everyone receives five cards in hand and three chips; besides the number cards, the deck contains the special cards zero, -10, “x2” and change of direction. In the German edition reviewed, whoever announces a number with two identical digits or 77 or more gives up a chip, and the round ends at 77. In Double Down, the English rules from AMIGO Games set this limit at 99. The last player remaining wins. According to Wikipedia, the game was first published by Amigo in 1993 as “Lobo 77”. There are also French, Dutch and English editions, among others (the English one as Double Down), and according to BoardGameGeek one from Gigamic as well.
What reviewers say
Neither luding nor BoardGameGeek lists an award. Brettspiele-Report calls the rules very simple: young and old get started quickly, and children practice adding as they keep count. On the critical side, Brettspiele-Report says that the game is almost pure luck with hardly any strategy. Cliquenabend thinks the game only becomes fun with four or more people and tends to be boring with two. In its view, the waiting time is long with up to eight people, and children learn numbers and adding on the side. Brettspielbox calls the game quick to learn, says that special cards bring twists and sees it as a mental math exercise for children from around age 7. According to Brettspielbox, it works only to a limited extent with two players, and the long-term fun is medium.
How it compares
Take 5 (from age 8, 2 to 10 people, about 45 minutes) shares the age and the skill area of numbers and arithmetic with Double Down. The profile of Take 5 also includes logic and planning, and the profile of Double Down includes impulse control. Cabo (from age 8, 2 to 5 people, about 30 minutes) shares the age, the playing time and the skill areas of numbers and arithmetic as well as impulse control with Double Down. Memory is listed only for Cabo. Double Down suits groups with grandparents and is played with cards; it consolidates numbers up to 100. In Double Down, the luck of the draw decides a lot, and strategy fans are less well served.
Sources
- AMIGO: Lobo 77 (publisher’s page, in German)
- AMIGO: Lobo 77 rules (PDF, in German)
- Wikipedia (German): Lobo 77
- luding: Lobo 77 (game database, in German)
- Brettspiele-Report: review (in German)
- Cliquenabend: review (in German)
- Brettspielbox: review (in German)
- BoardGameGeek: Double Down / Lobo 77 (game database)
Frequently asked questions
What age is Double Down suitable for?
Double Down is recommended from age 8. Children who can add numbers up to 100 are ready, from around age 7 according to one review; anyone who freezes when calculating under pressure will enjoy it less.
How long does a game take and how many people can play?
A game takes about 30 minutes. The game is for 2 to 8 people, who play against each other, but according to reviews it only becomes really fun with four or more people. The last player still in the game wins.
What skills can Double Down help develop?
It can help develop numbers and arithmetic as well as impulse control. For example, players keep the running total in mind, including crossing a multiple of ten, and save the rescue cards for tricky situations close to 99.
Is Double Down fun with two players too?
Not really: several reviews find games for two unappealing or only partly entertaining, and one rates the long-term fun as medium. With four or more people it gets more fun.


