Phase 10 Rules And Instructions

PLAY: On your turn, pick up from either the draw pile or discard pile to begin your play. During each hand player, each player attempts to complete and lay down.

Cards used in Phase 10 (original version with colored Wild and Skip cards)Kenneth JohnsonPublisher(s)PlayersTwo to sixSetup time 3 min per hand (60-90 mins)Random chanceHighSkill(s) requiredSaving important cards; knowing when to put down those cards; matching, orderingPhase 10 is a created in 1982 by Kenneth Johnson and sold by, which purchased the rights from in 2010. Phase 10 is based on a variant of known as, and is a member of the 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 (or ) that a player must advance through in order to win. Phase 10 was 's best selling product, selling over 62,600,000 units as of 2016, making it the 2nd best-selling commercial card game behind 's. In December 2010, Fundex sold its license rights to Phase 10 to Mattel.

Contents.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 (or in variants, the last phase each player had tried to complete in the previous round).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;With two regular decks of cards, the suits can represent the four different colors, kings can represent the wild cards, and jokers can represent the 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 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. 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 (seven cards of one color). 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. (They can be skipped twice in a row but not until they miss their turn.). If the first card that starts the discard pile is a 'skip' card then the first players first turn is skipped.Phases A phase is a combination of cards. Phases are usually composed of sets (multiple cards of the same value), runs (multiple cards in consecutive ascending order), cards of one color, or a combination of these.

Old school runescape quests. Phase 10 VariationsThis page is part of the section of the web site. It is a collection of variations of the proprietary card game,. Phase 10 is a commercial version of the traditional card game, but while Contract Rummy is played with standard playing-cards, Phase 10 uses special cards and has a somewhat different sequence of contracts.Phase 10 + 10Contributed by Justin HunekePhase 10 +10 is played with a deck of Phase 10 cards and played the same way as the proprietary game except that the 10th phase only marks the half way point! After the 10th phase there are 10 more and here they are:. 4 sets of 2. 1 set of 4 + 1 run of 5. 1 set of 5 + 1 run of 5.

Problem is nobody is online with this game at all.If it's anything like the 360 version it must be great. But they did give a nice amount of DLC although a bit pricey. Race 07 mods. I wish they didn't just abandon us 360 users like that with just this one title. I do have a few gripes though.

1 run of 4 + 4 cards of one color. 1 run of 5 + 4 cards of one color.

1 run of 10. 1 set of 4 + 1 set of 5.

9 cards of one color. 1 set of 6 + 1 set of 2. 1 set of 6 + 1 set of 3Warning! This game takes a very, very, very long time. Only play if you have absolutely nothing to do in the next 4 to 5 hours.Enjoy!Super Wild Phase 10A variation of the 'Masters Edition' of Phase 10, contributed by Jeff PresleyThe Masters Edition of Phase 10 includes two additional rules:. Players can choose which Phase to attempt on each deal, based on the cards they are dealt. Once in each deal, a player can 'save' a card by discarding it into a private 'save' pile instead of the central discard pile.

These cards are stored from deal to deal. At the start of a turn, a player can retrieve any card from their 'save' pile into their hand instead of drawing from the stock or discard pile.Jeff Presley's group has modified these rules by marking one of the existing wild cards as 'Super Wild' and one of the existing skip cards as 'Super Skip'. Playing a normal Skip card either skips the next player or reverses the direction of play - the player of the card chooses which. Playing the 'Super Skip' card skips everyone else and thus give the holder another turn immediately. This card counts 25 points if left in a player's hand at the end. The 'Super Wild' card counts 50 points and can be used as two wild cards.The contracts are:.

Drunk

2 sets of 3. 1 set of 3 + 1 run of 4.

1 set of 4 + 1 run of 4. 1 run of 7. 1 run of 8. 1 run of 9. 2 sets of 4 - OR 3 sets of 3 - OR 5 sets of 2. 7 cards of one color ( skip can be used as a blue card when collecting blues).

1 set of 5 + 1 set of 2. 1 set of 5 + 1 set of 3A game usually lasts 60 - 90 minutes.Mixed Up MastersA variation of the 'Masters Edition' of Phase 10, contributed by Keith MorrisThere are 2-4 players. Take all of the 'phase' cards, shuffle them together and deal them out, 10 to each player. You dont get to look through them or choose which one to use: you turn up your first phase card and that is the one you need to complete.You cannot pick up from the discard pile after you have laid down your phase. Your skips do not count as a color. To win you have to finish all the phases in your pile.This version takes around 30-60 min.