FH6 Super7 — Challenge Cards & Rewards Guide
Super7 is FH6's bite-sized challenge mode. Seven user-created challenges, seven chances to win prizes, and High Stakes mode where you risk it all for bigger rewards.
I ignored Super7 for the first month. Looked like a side mode. Then I tried it during a playlist week and realized I'd been missing some of the most creative content in the game. The challenge cards people build range from "drive through gates" to genuinely impressive mini-games built within the EventLab ruleset.
How Super7 Works
Each Super7 run is seven challenges drawn from the community pool. You don't pick them — the game deals seven random cards. Each card has a specific objective: reach a destination, score drift points, hit a speed, destroy objects, complete a stunt. Complete all seven for rewards: credits, wheelspins, or exclusive cars.
Fail a challenge? Retry as many times as you want. Broken challenge? Burn it — discard and draw a replacement. You get one burn per run. Use it on anything that feels unfair or broken. Don't waste 20 minutes trying to complete something that's actually broken. I've done that.
High Stakes Mode
Same format — seven challenges — but if you fail any, you lose everything. No retries, no burns. Complete all seven for substantially better rewards: exclusive cars, super wheelspins, large credit payouts. The exclusive car is usually the prize people chase.
Strategy: practice each challenge type in regular Super7 first. Learn the archetypes — the "floating gates" challenge, the "drift 50,000 points in this tiny circle" challenge, the "hit 200 mph in this car that can barely hit 150" challenge. Once you know the archetypes, you know which ones to fear. In High Stakes, if the first challenge feels sketchy, quit the run and restart. You lose nothing by bailing before you start.
Creating Your Own Cards
Building Super7 cards is the gateway to EventLab. Simplified tools — place a start point, set up the objective, add props, publish. A good Super7 card takes 5-15 minutes to build and 30-90 seconds to play. Don't overthink it.
Best cards have a clear, simple idea executed well. A drift zone with a fun layout. A speed trap at the end of a satisfying downhill. A danger sign with a spectacular launch angle. Worst cards try to do too much. If the player can't figure out what to do in 10 seconds, they'll burn your card. Clarity and fun matter more than complexity.