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How to Turn 67 Simon Into a Group Game With Friends

Simple house rules for playing Six Seven Simon in a group, passing the device and comparing rounds completed.

· 3 min read · by the 67 team

The 67 mascot handing a glowing phone showing the Simon board to a friend on a skate park bench

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Six Seven Simon is built as a one person, one screen experience: you watch the sequence, you repeat it, your rounds get counted. But nothing stops a group of friends from turning that same single player loop into a proper group competition. All it takes is a phone, a few honest house rules, and someone willing to keep score on paper. Here is how to run it.

The basic pass and play format

The simplest version needs zero setup. One person plays a full run of Six Seven Simon until they run out of lives, their rounds completed number gets written down, then the phone passes to the next player who starts their own fresh run. Repeat until everyone has had a turn, then compare numbers. Whoever cleared the most rounds wins the session.

This works because the game already gives you a clean, comparable number at the end of every run, rounds completed, so there is no ambiguity about who did better. No judgment calls needed.

Best of three, to smooth out bad runs

A single run can go badly for reasons that have nothing to do with skill, a fumbled first tap, a distraction at the wrong moment. If you want a fairer group result, play best of three runs per person instead of one, and use each player's best single result out of their three attempts. This rewards consistency and skill over one lucky or unlucky run, and it also just means more total playing time for everyone in the group.

Setting a house stake

Some groups like a little pressure attached to the result. Since Six Seven Simon does not have any built in wagering or stakes, whatever you attach is entirely up to your group: loser buys the next round of snacks, loser picks the next game everyone plays, or simply loser has to admit it out loud. Keep it light. The game itself is already pushing everyone's memory to its limit, that tension does not need much help.

Watching each other play

Part of what makes this format fun in person is that everyone else gets to watch a run they are not controlling. Watching someone else's gestures flash and then seeing them tap the wrong pad under pressure is genuinely entertaining, and it also teaches you something useful: you start noticing patterns in how the sequences build and how fast the flashes speed up, which can sharpen your own next attempt.

Comparing against the country leaderboard, not just each other

Once your group has settled its own bragging rights, there is a bigger comparison waiting. Every submitted score also counts toward your country's total on the global leaderboard, so a strong group session is not just about beating your friends, it is a small contribution toward your country's standing too. Check the leaderboard together after a session and see where your best rounds land against the wider field.

Keep the rules honest

The one rule worth enforcing strictly in any group version: no coaching mid sequence. Watching a friend struggle through a sequence and whispering the next gesture defeats the entire point of a memory game, and it makes the eventual score meaningless. Let each run stand on its own, save the analysis and tips for after the run ends.

A quick session structure that works

For a group of four or more, a clean structure is: each player gets one full run, write down their rounds completed, rotate through everyone once, then do a second rotation for a best of two comparison. It takes maybe fifteen minutes total and produces a clear winner without anyone needing to argue about it.

Ready to gather your group? Play Six Seven Simon and pass the device around for your own session. Bring your group's top score into the chat and see how it stacks up against other players, or check the leaderboard to see which countries are currently dominating.

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