Phase 10
Phase 10 is a card game created in 1982 by Kenneth Johnson and sold by Mattel, which purchased the rights from Fundex Games in 2010. Phase 10 is based on a variant of rummy known as Liverpool rummy, and is a member of the contract rummy family. It requires a special deck or two regular decks of cards; it can be played by two to six people. The game is named after ten phases that a player must advance through in order to win. Phase 10 was Fundex's best selling product, selling over 62,600,000 units as of 2016, making it the 2nd best-selling commercial card game behind Mattel's Uno. In December 2010, Fundex sold its license rights to Phase 10 to Mattel.
Objective
The object of the game is to be the first person to complete all ten phases. In the case of two players completing the last phase in the same hand, the player who completed the last phase with the lowest overall score is the winner. If those scores also happen to be tied, a tiebreaker round is played where the tying players attempt to complete phase ten.For each hand, each player's object is to complete and lay down the current phase, and then rid their hand of remaining cards by discarding them on laid-down Phases, called "hitting". The player who does this first wins the hand and scores no penalty; all other players earn penalty points according to the value of cards remaining in their hand.
There are one hundred and eight cards in a deck:
- ninety-six numbered cards: two of each value from one through twelve, in each of four colors. Therefore, there are 24 cards of each color and eight of each value.
- eight Wild cards;
- four Skip cards;
Special cards
- Wild: A "Wild" card may be used in place of a number card and can be used as any color to complete any phase. Original print runs of Phase 10 had two Wilds in each color; to reduce confusion, current print runs use black or multi-coloured Wilds.
- * More than one “Wild” card may be used in completing a Phase. Players can use as many “Wild” cards as they want as long as they use one natural card.
- * Once a "Wild" card has been played in a Phase, it cannot be replaced by the intended card and used elsewhere. It must remain as that card until the hand is over.
- * If the dealer starts the discard pile with a "Wild" card, the card may be picked up by the first player.
- * A "Wild" card may not be used as a "skip" card.
- Skip: Skip cards have only one purpose: to cause another player to lose a turn. To use, a player discards the "Skip" card on their turn and chooses the player who will lose a turn.
- * When a "Skip" card is drawn it may be discarded immediately or saved for a later turn.
- * A "Skip" card may never be picked up from the discard pile.
- * A "Skip" card cannot be used to complete any phase, including Phase 8. The original print runs of Phase 10 had blue Skip cards, causing confusion with normal blue cards in deck; Skip cards are now black in current editions.
- * Any player can be skipped, not just the person who would normally play next.
- * A player cannot be skipped twice in the same round; they must lose turn in the round before being skipped again.
- * If the first card that starts the discard pile is a "skip" card then the first player's turn is skipped.
Phases
Original and Master's Edition Phases:
- Phase 1: 2 sets of 3
- Phase 2: 1 set of 3 + 1 run of 4
- Phase 3: 1 set of 4 + 1 run of 4
- Phase 4: 1 run of 7
- Phase 5: 1 run of 8
- Phase 6: 1 run of 9
- Phase 7: 2 sets of 4
- Phase 8: 7 cards of one color
- Phase 9: 1 set of 5 + 1 set of 2
- Phase 10: 1 set of 5 + 1 set of 3
- Phase 1: 3 sets of 3
- Phase 2: 4 sets of 2
- Phase 3: 1 set of 5 + 1 run of 4
- Phase 4: 2 sets of 3 + 1 run of 3
- Phase 5: 1 set of 3 + 1 run of 6
- Phase 6: 2 runs of 4
- Phase 7: 1 run of 4 + 4 cards of one color
- Phase 8: 1 run of 5 of one color
- Phase 9: 8 cards of one color
- Phase 10: 9 cards of one color
Definitions
- Set: A set is made of two or more cards with the same number and any color.
- Run: A run is made of three or more cards numbered in order, in any color. Runs can go from one to twelve.
- Color'': Phase 8 of the original and Master's Edition, and several phases of Phase 10 Twist, require the player to collect cards that are all the same color. Runs do not have to be all one color. Wilds, despite having a printed color in certain editions, can be used to represent any color, and Skips, despite being blue in certain editions, cannot be used to complete this Phase.
- Even or Odd: An even or odd is made of two or more cards that are either even, or odd.
Play
- 1. Drawing a card from either the draw pile or the discard pile
- 2. Laying down their completed current phase
- 3. Hitting on other players phases once they have laid down their own phase.
- 4. Placing one card on the discard pile.
Completing phases
- Phases must be made in order, from 1 to 10.
- A player must have the whole Phase in hand before laying it down.
- A player may lay down more than the minimum requirements of a Phase, but only if the additional cards can be directly added to the cards already in the Phase. For instance, if a Phase requires a set of 3 but the player has four of that card, the player may lay down all four cards when completing the Phase.
- Only one Phase may be made per hand. For instance, a player who must make a run of 7 cards cannot complete the next two Phases in the same hand by laying down a run of 9.
- If a player successfully makes a Phase, then they try to make the next Phase in the next hand. If they fail to make a Phase, they must try to make the same Phase again in the next hand. As a result, players may not all be working on the same Phase in the same hand.
- Players receive credit for making a Phase as soon as it is laid down. A player does not need to win the hand in order to receive credit for the Phase. Several players will often complete their Phase in the same hand.
Hitting
Going out / finishing a hand
After laying down a Phase, players try to "go out" as soon as possible. To go out, a player must get rid of all of their cards by hitting and discarding. The player to go out first wins the hand. The winner of the hand, and any other players who also completed their Phase, will advance to the next Phase for the next hand, while any player not able to complete their Phase remain on that same Phase for the next hand. Players count up the total value of cards left in their hands and score them as follows;- five points for each card with value 1-9
- ten points for each card with value 10-12
- fifteen points for a Skip
- twenty-five points for a Wild
Winning
If only one player is attempting Phase number 10 on the hand and they complete the Phase, they become the winner and the game ends immediately. If two or more players complete Phase 10 in the same hand, then the player who has completed phase ten and has the lowest total points is the winner. In the event of a tie, the players that tied replay Phase number 10 and the first player to complete their phase and discard all their cards wins.Variations
Official Variation Phase Sets
Phase 10 Island Paradise:- Phase 1: 1 run of 7
- Phase 2: 1 set of 2 + 2 sets of 3
- Phase 3: 1 run of 6 + 1 set of 2
- Phase 4: 3 sets of 2 + 1 set of 3
- Phase 5: 1 set of 3 + 1 run of 6
- Phase 6: 2 runs of 4
- Phase 7: 3 cards of one color + 1 set of 4
- Phase 8: 8 cards of one color
- Phase 9: 4 cards of one color + 1 set of 5
- Phase 10: 9 cards of one color
- Phase 1: 6 cards of one color
- Phase 2: 7 cards of one color
- Phase 3: 4 cards of one color + 5 cards of one color
- Phase 4: 2 sets of 3
- Phase 5: 1 run of 8
- Phase 6: 1 run of 9
- Phase 7: 1 set of 4 + 1 run of 4
- Phase 8: 10 cards of even or odd
- Phase 9: 1 set of 4 + 1 run of 6
- Phase 10: 1 set of 5 + 1 run of 4
- Phase 1: 1 even or odd of 8
- Phase 2: 1 even or odd of 9
- Phase 3: 1 color run of 3 + 2 sets of 2
- Phase 4: 7 of one color
- Phase 5: 1 color run of 5 + 2 sets of 2
- Phase 6: 1 color even or odd of 3 + 1 color even or odd of 4
- Phase 7: 1 color run of 4 + 1 set of 4
- Phase 8: 1 color run of 4 + 3 sets of 2
- Phase 9: 1 run of 3 + 2 sets of 3
- Phase 10: 1 run of 3 + 1 set of 4 + 1 set of 3
- Phase 1: 3 of one color + 3 of one color + 4 of one color
- Phase 2: 1 color run of 3 + 2 sets of 2
- Phase 3: 7 of one color
- Phase 4: 1 set of 3 + 1 set of 3
- Phase 5: 1 set of 4 + 1 set of 2
- Phase 6: 1 set of 5
- Phase 7: 2 color even or odd of 4
- Phase 8: 1 run of 9
- Phase 9: 1 color run of 5 + 2 sets of 2
- Phase 10: 1 color run of 6 + 1 set of 2
- Phase 1: 1 run of 3 + 3 sets of 2
- Phase 2: 1 run of 8
- Phase 3: 1 run of 9
- Phase 4: 1 color run of 3 + 1 set of 3
- Phase 5: 1 set of 2 + 2 sets of 3
- Phase 6: 1 set of 2 + 1 set of 3 + 1 set of 4
- Phase 7: 4 of one color + 6 of one color
- Phase 8: 5 of one color + 5 of one color
- Phase 9: 1 run of 5 + 1 set of 3 + 1 set of 2
- Phase 10: 1 run of 3 + 1 set of 4 + 1 set of 3
- Phase 1: 1 even or odd of 9
- Phase 2: 1 even or odd of 10
- Phase 3: 1 run of 8
- Phase 4: 1 run of 10
- Phase 5: 2 sets of 3
- Phase 6: 2 sets of 4
- Phase 7: 1 color run of 4
- Phase 8: 1 color run of 3 + 3 of one color
- Phase 9: 1 set of 3 + 1 run of 4
- Phase 10: 1 set of 4 + 1 run of 6
- Phase 1: 1 set of 4 + 1 set of 2
- Phase 2: 2 sets of 3
- Phase 3: 1 run of 7
- Phase 4: 1 run of 8
- Phase 5: 1 set of 2 + 2 sets of 3
- Phase 6: 1 set of 5
- Phase 7: 1 run of 9
- Phase 8: 1 run of 6 + 2 sets of 2
- Phase 9: 1 run of 8 + 1 set of 2
- Phase 10: 1 set of 4 + 1 run of 6
- Phase 1: 1 set of 2 + 1 run of 6
- Phase 2: 1 even or odd of 9
- Phase 3: 1 even or odd of 10
- Phase 4: 1 color run of 3 + 1 set of 3
- Phase 5: 1 set of 3 + 1 run of 5
- Phase 6: 1 set of 5 + 1 run of 4
- Phase 7: 1 color run of 5
- Phase 8: 1 color even or odd of 3 + 1 color even or odd of 5
- Phase 9: 5 sets of 2
- Phase 10: 2 sets of 3 + 2 sets of 2
- Phase 1: 1 even or odd of 8
- Phase 2: 1 color run of 3 + 1 set of 3
- Phase 3: 1 even or odd of 9
- Phase 4: 1 color run of 4
- Phase 5: 1 even or odd of 10
- Phase 6: 1 color run of 5
- Phase 7: 1 color even or odd of 5
- Phase 8: 1 color run of 5 + 1 set of 2
- Phase 9: 1 color even or odd of 6
- Phase 10: 1 color run of 5 + 3 of one color
- Phase 1: 1 set of 3 + 1 run of 5
- Phase 2: 1 run of 4 + 1 set of 3 + 1 set of 2
- Phase 3: 1 run of 3 + 1 set of 3 + 2 sets of 2
- Phase 4: 1 color run of 4
- Phase 5: 1 color run of 4 + 1 set of 2
- Phase 6: 1 color run of 4 + 2 sets of 2
- Phase 7: 1 set of 5 + 1 run of 4
- Phase 8: 1 color even or odd of 5
- Phase 9: 1 color even or odd of 6
- Phase 10: 1 color run of 3 + 3 of one color + 1 set of 2
- Phase 1: 1 run of 7
- Phase 2: 1 set of 4 + 1 set of 3
- Phase 3: 1 color run of 5 + 1 set of 2
- Phase 4: 1 even or odd of 10
- Phase 5: 2 runs of 5
- Phase 6: 3 sets of 3
- Phase 7: 1 color run of 4 + 1 set of 3
- Phase 8: 1 color even or odd of 3 + 1 color even or odd of 4
- Phase 9: 1 run of 7 + 1 set of 2
- Phase 10: 1 color run of 5 + 1 set of 3
- Phase 1: 1 set of 2 + 1 run of 6
- Phase 2: 1 even or odd of 9
- Phase 3: 1 even or odd of 10
- Phase 4: 1 color run of 3 + 1 set of 3
- Phase 5: 1 set of 3 + 1 run of 5
- Phase 6: 1 set of 5 + 1 run of 4
- Phase 7: 1 color run of 5
- Phase 8: 1 color even or odd of 3 + 1 color even or odd of 5
- Phase 9: 5 sets of 2
- Phase 10: 2 sets of 3 + 2 sets of 2
Floating Variation
The strategic value of floating is that the person immediately preceding the floating player is generally forced to try to "keep them afloat" for at least a few turns, either by discarding cards the floating player is required to pick up and play, or by skipping the floater. This generally puts the player preceding the floater at a disadvantage compared to the other players and makes it less likely that that player will be able to finish their Phase if they have not yet done so. Players can use this strategy to "gang up" on one player; the player after them will float, forcing the player to try to keep them afloat while all other players get a number of extra turns to try to lay down their Phase or go out. Of course, the player preceding the floater is not actually forced to keep them afloat and may be able to go out themselves, lay down their Phase, or may simply concede the hand by allowing the floater to draw.
If a player is floating, and there is no possible card that could be discarded or drawn to prevent that player from being able to discard, they are known as "floating dead"; it is extremely likely the floating player will be forced to end the hand on their next turn. This is rare, and usually happens when the floating player completes a phase involving a long run of cards, no one else has completed their Phase, and the floater's run has expanded through all 12 values. If no one else can lay down a hittable Phase in that turn, only another player playing a Skip or the floater drawing a Skip will keep the hand going, and only four exist in the deck.
Alternate Wild Card Deal Up Method
If the dealer turns over a wild card at the beginning of the hand to start the discard pile, the dealer gets to decide who gets the wild card, instead of it automatically going to the player to the left of the dealer. The recipient of the wild card will choose a card from their hand to discard, and then play continues with the player to the left of the dealer. This slightly reduces the luck component inherent in the game, increasing the strategic and/or social element.A similar rule can be used in the case of a Skip card being turned over as the first card.
Masters Edition
The Masters Edition of the game can be played by two to four players and includes additional rules:- The ability to choose which Phase to attempt based on the cards dealt to the player. Players must verbally declare which Phase they are attempting during the hand after cards are dealt.
- The ability to set aside one card per hand.
- The ability to draw one card from their save pile per turn.
Masters Edition Variant #1
Same rules as Masters Edition except the player declares what phase they are completing as they lay down the phase.Masters Edition Variant #2
Same rules as Masters Edition except;- The player declares what phase they are completing as they lay down the phase.
- After the player lays down the phase and hits on the other players, then they can discard their current laid down phase, perform the normal discard or save and bring their hand back up to ten by drawing from the draw pile and on next turn can work on a new phase.
Anti-phase
Anti-phase for others
In Anti-phase for others, a rule card is left in the deck and it is discarded as your last card. Then you get to name who moves down a phase...if it's stuck in your hand at the end of the hand you move down a phase. It also may be discarded face down but may be picked up by the next player who can draw from the deck.Phase 10 Dice
Phase 10 Dice is dice game inspired by Phase 10 and also published by Fundex Games. The goal is the same, to try to complete the phases, 1-10, in order. Instead of cards, players each take turns rolling 10 six-sided dice, 6 marked with 5-10 and the other four with 1-4 and two wilds each. In each turn the player rolls all 10 dice, then may set aside any of them and re-roll the rest up to two times, for a total of three rolls. If they've completed a phase, the total sum of the dice used in the phase are added to their score and next turn they move on to a new phase. Like in the card game, failing to complete a set means having to try for it again next turn, and the game ends once a player finishes phase 10.Phase 10 Twist
The object of Phase 10 Twist is to be the first player to complete phase 10 by moving around the game board. Every player starts with their pawn on phase 1 on the game board. They must complete phase 1 in order to move their pawn. There are three pawn movements; move 3 spaces if you complete the phase and discard all of your cards, move 2 spaces if you complete the phase but do not discard all of your cards, or move 1 space if you don't complete the phase. If you land on a twist phase you can decide to play a twist phase or one of the phases on either side of the twist phase space. If you play a twist phase the pawn movements change to 6 spaces if you complete the phase and discard all of your cards, 4 if you complete the phase but do not discard all of your cards, or move back one space if you do not complete the phase.Arkansas Rules
Arkansas Rules differs from standard Phase 10 rules in two ways: 1) Each player can complete all ten phases in any order he/she sees fit, and 2) SKIP cards are valid throughout a round. Arkansas Rules allows players to capitalize on the hand that is dealt if it contains most of the cards needed for an uncompleted phase. The rule regarding completing phases in any order is similar to the commercialized "Masters Edition" of the game.In order to win, a player must complete all ten phases. Scoring is the same as standard rules Phase 10.