Phase 10

PHASE10-RULES.jpg

OBJECTIVE OF PHASE 10: Complete all 10 phases first

NUMBER OF PLAYERS: 2-6 Players

MATERIALS: Phase 10 deck (110 cards)

TYPE OF GAME: Rummy

AUDIENCE: 13+


INTRODUCTION TO PHASE 10

Phase 10 is somewhat like Uno but is more closely related to Liverpool Rummy. In Phase 10, there are 10 different matches or phases that must be fulfilled in order to win the game. This game was invented in 1982 by Kenneth R. Johnson and is now sold by Mattel. Like Uno, you are trying to shed all the cards in your hand, however, unlike Uno this is done through melding cards into phases.

THE CARDS

A Phase 10 box consists of 110 cards: 2 reference cards, 24 x 4 number cards in red, blue, yellow, and green, numbering from 1-12 twice. There are also 4 Skip cards and 8 Wild cards in the deck.

Skip Card: This card forces the next player in the rotation to forfeit their turn. If it is the first card flipped over, the first player loses a turn.

Wild Card: These cards can represent any other card in a phase. However, it can not be reused.

PHASES

Phase is a set of particular cards that fulfill the criteria for a particular phase. The cards must be revealed flat on the table for others to see. If you can not complete a phase in a single hand you must try again the next hand, you can not jump around phases. The hand is finished when at least one player either forms a phase or discards all their cards in hand. According to official Phase 10 rules, the phases are as follows:

Phase 1: 2 sets of 3 (two 3 of a kinds)

Phase 2: 1 set of 3 & 1 run (sequence) 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 1 color

Phase 9: 1 set of 5 & 1 set of 2

Phase 10: 1 set of 5 & 1 set of 3

Set: A set is a group of cards of the same number, color does not matter.

Run: A run is a sequential set of cards, i.e. a run of 7: 2, 3, 4, 5, 6, 7, 8. Color does not matter.

THE PLAY

The game can accommodate 2 to 6 players. Pick a dealer, they shuffle and pass each player 10 cards, face-down. Keep your hand secret. The cards that remain form the draw pile. The top card is flipped over beside it, face-up, this is the discard pile. The player to the dealer’s left begins.

  • Draw a card from the draw pile or discard. Add the card to your hand. Discard an unwanted card.
  • Make a Phase. You must have all the needed cards in hand. Place the phase in front of you.

Play moves clockwise until someone completes a phase and goes out. The first player that goes out is the winner of that hand. The deal moves to the left at the beginning of a new hand. Cards are gathered, re shuffled, and hands re-dealt.

HITTING

If you hit you can get rid of 2 cards in hand during a turn. If you wish to hit, discard cards in hand by adding them to your phase or to another player’s already completed phase. This can be a stragetic measure to use if you wish to be the first player to discard all your cards first that hand.

GOING OUT FIRST

Being the first player to go out in a round means you get to advance to the next phase and hand. Also, players who had cards remaining in their hand must add them up.

Number Cards 1-9: 5 points each

Number Cards 10-12: 10 points each

Skip Cards: 15 points each

Wild Cards: 25 points each

Gaining points is not ideal, the player in Phase 10 with the lowest score wins.

WINNING

The first player to complete Phase 10 wins, they will always have the lowest score. If multiple players reach Phase 10, the player with the lowest score is the winner. If the scores happen to be tied, replay the last hand an attempt to Phase 10 again. The first player that goes out wins the game.

 

REFERENCES:

https://www.unorules.com/phase-10-rules/

https://en.wikipedia.org/wiki/Phase_10

http://www.tactic.net/site/rules/FIN/03140.pdf


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