How to Play 67 Simon: Watch the Gloves, Repeat the Sequence
The full rules of Six Seven Simon, the gloves memory game where you repeat six, seven, both hands and clap in order.
· 4 min read · by the 67 team
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Every good memory game has one job: show you something, then take it away and see if you actually paid attention. Six Seven Simon does that job with a pair of gloves, four gestures, and a sequence that only ever grows.
If you have never touched it before, here is everything you need to know before your first round.
The four moves
There are exactly four pads on the board, and each one maps to a gesture built straight out of the "six seven" hand meme:
- Six, the left hand raised.
- Seven, the right hand raised.
- Six seven, both hands raised together.
- Clap, both hands closed.
That is the entire vocabulary of the game. No hidden fifth move, no secret combo, just those four gestures repeated in growing sequences.
Watch phase, then your turn
Every round splits into two clean parts. First, the game enters a watch phase and the gloves light up the sequence for you, one gesture at a time, each one with its own little tone. You do nothing during this part except pay attention.
Once the last gesture in the sequence has played, the screen flips to your turn. Now the same four pads are live, and you need to tap them back in the exact order you just watched. A small counter shows you exactly where you are in the sequence, so you always know how many taps are left.
One life, three lives
You get three lives per run. Miss a gesture and you lose one, then the game replays the same sequence from the start so you get another shot at the exact round you failed. Miss it on your last life and the run ends there, no do overs.
That structure matters. It means an early slip is not fatal, but it is also not free. Losing a life resets your position inside the round, so you still have to prove you can do the whole sequence clean before it grows again.
The sequence never stops growing
Nail a round and the game does not just move you to a new one, it takes your exact sequence, adds one new random gesture on the end, and shows you the whole thing again from the beginning. Round two is two moves. Round three is three moves. By round ten you are watching and then repeating ten gestures back to back, and the gaps between flashes get tighter the longer the sequence runs.
This is the entire engine of the game. There is no separate levels or new mechanics unlocked later. Just the same four gestures, stacking one at a time, for as long as your memory can hold them.
Your score is rounds completed
When you finally miss on your last life, the game shows you how many rounds you actually cleared. That number, rounds completed, is your score. It gets compared against your personal best, saved locally so you can chase it again next time, and it can be submitted to the country leaderboard alongside your flag.
There is no partial credit for a sequence you almost finished. If you get four out of five gestures right in a round before losing your last life, your score reflects the last round you fully completed, not the one you were mid attempt on.
A few honest first impressions
New players usually breeze through the first four or five rounds without thinking much, then hit a wall somewhere around round seven or eight when the sequence stops fitting comfortably in short term memory. That wall is normal. It is also exactly where the game gets interesting, because from there on you need an actual strategy instead of just watching and hoping.
We will get into strategy properly in later posts, but the short version for your first session: say the gestures out loud or in your head as they flash, instead of only watching. Turning a visual flash into a word in your memory sticks far better than the image alone.
Ready to see how far your memory actually goes? Play Six Seven Simon right now and watch your first sequence light up. Compare your best round against players around the world on the leaderboard, or drop your high score into the chat on the home page and see who can beat it.

