Phase 10

Last updated
Phase 10
Phase 10.jpg
Cards used in Phase 10 (original version with colored Wild and Skip cards)
Designers Kenneth Johnson
Publishers Mattel
PlayersTwo to six
Setup time< 1 min
Playing time> 10 min per hand (4 hours, 6 players )
ChanceHigh
SkillsSaving important cards; knowing when to put down those cards; matching, ordering

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. [1] Phase 10 is based on a variant of rummy known as contract rummy. It consists of a special deck equivalent to two regular decks of cards, and can be played by two to six people. The game is named after the ten phases (or melds) a player must advance through to win. Many people shorten the game by aligning it to baseball rules and consider 5.5 phases a complete game when running out of time to complete the full ten phases. Whoever is in the lead when play stops if someone has completed 5.5 phases or more is the winner.

Contents

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. [2] 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 (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 are assessed penalty points according to the value of cards remaining in their hand.

There are one hundred and eight cards in a deck:

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.

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. As the name suggests, there are ten phases:

Original and Master's Edition Phases:

Phase 10 Twist Phases:

Definitions

How to play

One player is chosen to be the dealer (alternately, the deal can rotate to the left after each hand). The dealer shuffles the deck and deals 10 cards, face down, one at a time, to each player. Players hold their 10 cards in hand so that the other players cannot see them. The remaining deck is placed face-down in the center of the play area to become the draw pile. The dealer then turns the top card of the draw pile over and places it next to the draw pile to become the discard pile. A wild card turned up goes to the next player. During the first hand, all players try to complete Phase 1. Play consists of;

Completing phases

Hitting

Hitting is the way to get rid of leftover cards after making a Phase. A hit is made by putting a card directly on a Phase already laid down. The cards must properly fit with the cards already down. Before a player can make a hit, their own Phase must already be laid down. A player may only hit during their turn. A player may hit any combination of their own Phase and other player's Phases, and may hit with as many cards as can be played from the player's hand on a single turn. Players are not allowed to replace a wild card in a Phase with the card from their hand matching the card the Wild stands for. Replacing Wild Cards is a possible Variant Rule.

Special cards

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. Any players who 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 (the fewer cards left in their hand, the better) and score them as follows;

Each player's score for the hand is added to that player's running total (players who did not complete their Phase cannot have a score of less than 50 for the hand and often have far more with the inclusion of extra points for large values and wilds; this is known as being "set" similar to Hearts or Spades), the deal rotates to the left, all the cards are shuffled and a new hand begins. Again, if a player did not complete their Phase before another player went out, they must work on the same Phase in the next hand.

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

Utah Rules

If someone has gone down and used a wild in their phase, if you have gone down you may replace their wild with the card it is placeholding for and move the wild to the left or right


1)Phase 10 Island Paradise

  1. 1 run of 7
  2. 1 set of 2 + 2 sets of 3
  3. 1 run of 6 + 1 set of 2
  4. 3 sets of 2 + 1 set of 3
  5. 1 set of 3 + 1 run of 6
  6. 2 runs of 4
  7. 3 cards of one color + 1 set of 4
  8. 8 cards of one color
  9. 4 cards of one color + 1 set of 5
  10. 9 cards of one color

2)Phase 10 Cocoa Canyon

  1. 6 cards of one color
  2. 2 sets of 3
  3. 1 run of 8
  4. 1 set of 3 + 1 run of 5
  5. 7 cards of even or odd
  6. 1 run of 4
  7. 1 set of 5 + 1 run of 4
  8. 6 cards of even or odd
  9. 1 set of 4 + 1 run of 3
  10. 1 set of 5 + 1 run of 5

3)Phase 10 Disco Fever

  1. 8 even or odd of same colour
  2. 9 even or odd of same colour
  3. 1 color run of 3 + 2 sets of 2
  4. 7 of one color
  5. 1 color run of 5 + 2 sets of 2
  6. same color even or odd of 3 + same color even or odd of 4
  7. 1 color run of 4 + 1 set of 4
  8. 1 color run of 4 + 3 sets of 2
  9. 1 run of 3 + 2 sets of 3
  10. 1 run of 3 + 1 set of 4 + 1 set of 3

4)Phase 10 Cupcake Lounge

  1. 3 of one color + 3 of one color + 4 of one color
  2. 1 color run of 3 + 2 sets of 2
  3. set of 4 + 1 set of 2
  4. 2 sets of 3
  5. 7 of one colour
  6. 1 set of 5
  7. 2 color even or odd of 4
  8. 1 run of 9
  9. 1 color run of 5 + 2 sets of 2
  10. 1 color run of 6 + 1 set of 2

5)Phase 10 Candy Castle / Mountain Vista

  1. 1 run of 3 + 3 sets of 2
  2. 1 run of 8
  3. 1 run of 9
  4. 1 color run of 3 + 1 set of 3
  5. 1 set of 2 + 2 sets of 3
  6. 1 set of 2 + 1 set of 3 + 1 set of 4
  7. 4 of one color + 6 of one color
  8. 5 of one color + 5 of one color
  9. 1 run of 5 + 1 set of 3 + 1 set of 2
  10. 1 run of 3 + 1 set of 4 + 1 set of 3
6)Phase 10 Prehistoric Valley
  1. 1 even or odd of 9
  2. 1 even or odd of 10
  3. 1 run of 8
  4. 1 run of 10
  5. 2 sets of 3
  6. 2 sets of 4
  7. 1 color run of 4
  8. 1 color run of 3 + 3 of one color
  9. 1 set of 3 + 1 run of 4
  10. 1 set of 4 + 1 run of 6
7)Phase 10 Moonlight Drive-In
  1. 1 set of 4 + 2 set of 2
  2. 2 sets of 3 + 3 one color
  3. 1 run of 7
  4. 1 run of 8
  5. 1 set of 2 + 2 sets of 3
  6. 1 set of 5
  7. 1 run of 9
  8. 1 run of 6 + 2 sets of 2
  9. 1 run of 8 + 1 set of 2
  10. 1 set of 4 + 1 run of 6
8)Phase 10 Ancient Greece / Southwest
  1. 1 set of 2 + 1 run of 6
  2. 1 even or odd of 9
  3. 1 even or odd of 10
  4. 1 color run of 3 + 1 set of 3
  5. 1 set of 3 + 1 run of 5
  6. 1 set of 5 + 1 run of 4
  7. 1 color run of 5
  8. 1 color even or odd of 3 + 1 color even or odd of 5
  9. 5 sets of 2
  10. 2 sets of 3 + 2 sets of 2
9)Phase 10 Jazz Club
  1. 1 even or odd of 5
  2. 1 color run of 3 + 1 set of 3
  3. 1 set of 2 + 1 run of 4
  4. 1 color run of 4
  5. 1 run of 4
  6. 1 set of 4 + run of 3
  7. 1 color even or odd of 5
  8. 1 color run of 5 + 1 set of 2
  9. 1 color even or odd of 6
  10. 1 color run of 5 + 3 of one color
10)Phase 10 Vintage Gas Station
  1. 1 set of 3 + 1 run of 5
  2. 1 run of 4 + 1 set of 3 + 1 set of 2
  3. 1 run of 3 + 1 set of 3 + 2 sets of 2
  4. 1 color run of 4
  5. 1 color run of 4 + 1 set of 2
  6. 1 color run of 4 + 2 sets of 2
  7. 1 set of 5 + 1 run of 4
  8. 1 color even or odd of 5
  9. 1 color even or odd of 6
  10. 1 color run of 3 + 3 of one color + 1 set of 2
11)Phase 10 Ocean Reef
  1. 1 run of 7
  2. 1 set of 4 + 1 set of 3
  3. 1 color run of 5 + 1 set of 2
  4. 1 even or odd of 10
  5. 2 runs of 5
  6. 3 sets of 3
  7. 1 color run of 4 + 1 set of 3
  8. 1 color even or odd of 3 + 1 color even or odd of 4
  9. 1 run of 7 + 1 set of 2
  10. 1 color run of 5 + 1 set of 3
12)Phase 10 Okie Circle J
  1. 5 sets of 2
  2. 1 color run of 5 + 1 set of 2
  3. 1 set of 4 + 1 color run of 4
  4. Even or odd of 10
  5. 1 run of 3 + 1 set of 3 + 2 sets of 2
  6. 1 run of 8
  7. 1 set of 5 + 1 run of 4
  8. 1 color run of 8
  9. 1 color run of 9 + 1 wild
  10. 2 sets of 3 same color + 1 set of 2 + 1 wild
13)Phase 10 Alternative Colors

Run of 9 alternating colors

  1. Red & Blue
  2. you decide
  3. Green & Yellow
  4. you decide
  5. Red & Yellow
  6. you decide
  7. Green & Blue
  8. you decide
  9. Green & Red & Blue
  10. you decide
  11. Blue & Yellow & Skip Card
14)Phase 10 The Empire Strikes Back
  1. 3 sets of 3
  2. 1 run of 7 + 1 set of 2
  3. 4 even/odd of same color + 2 sets of 2
  4. 1 set of 4 + 1 set of 3 + 1 set of 2
  5. 2 sets of 5
  6. 1 run of 9
  7. 1 color run of 5 + 1 set of 3
  8. 1 color run of 4 + 1 run of 4
  9. 5 even/odd of same color + 1 set of 4
  10. 3 sets of 3 + a skip card

Floating Variation

A variation of play is to allow Floating. This is not written in the official rules but is how some people choose to play. Instead of going out by discarding their last card, a player draws a card and then play all cards in their hand without discarding. This is known as going out "floating". Because the player must be able to discard a card in order to actually end the hand, other players now have at least one extra turn in which to go out themselves or at least improve their score. In addition, a "floating" player must draw a card and play it if able, and must draw the top card from the discard pile if it can be played; thus the floating player can be forced to play on their next turn instead of drawing and discarding. The floating player can also be skipped as normal. If someone else goes out before the "floater", the floater receives a zero score, but does not technically win the hand.

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 (thus drastically reducing their score for the hand), or may simply concede the hand by allowing the floater to draw (the card drawn is likely to be an unplayable, thus discardable, card).

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 (the card cannot be a Skip), and then play continues with the player to the left of the dealer (or if that player had received the wild card, with the next player to the left after them). 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.

Alternate Wild Card Rule

A "Wild" card can be played as a "Skip" card. (Truly Wild) This method was made popular in 1984 by Allison Steck.

Masters Edition

The Masters Edition of the game can be played by two to four players and includes additional rules:

The Masters Edition comes with 10 Phase cards for each player to keep track of the Phases which they have completed during gameplay. The Masters Edition also includes only two Skip cards instead of the four that the original edition contains. This makes the playable number of cards 106, plus the forty phase cards, for a total of 146 cards in the box. (An alternate method of keeping track of phases played for each player to use ace though ten of a suit in regular playing cards.)

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;

Anti-phase

In Anti-phase, you have to complete your phase in order to stay on your present phase, if you don't complete your phase you move down a 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. [4]

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. [5]

Postal Rules

Postal Rules follow the standard Phase 10 rules with two additions: 1) No player can go out (play all 10 cards), thus ending the hand, until play has completed one circuit of the table and play has returned to the dealer, regardless if someone was skipped. The dealer is the first player who can end the hand by playing all 10 of their cards. 2) Players working to complete any of the first seven phases can use the number card that matches the phase they are working to complete as a wild card. For example, ones are wild for all players during the first hand. During the second hand twos are wild for those players who completed phase one in the previous hand, while ones remain wild for any player not completing phase one. This adds the challenge of remembering the wild card of the person on your left so as to not discard cards that, for them are wild, but for you are not. This variation is called Postal Rules in honor of the group of postal employees who have played Phase 10 everyday during lunch since 1996.

Mobile

In 2007 Fundex and Magmic signed a deal that brought Phase 10 to BlackBerry devices. [6] In 2009 Magmic released the title for iOS, [7] with a Masters Edition in-app purchase available for download in February 2012. [8] In March 2012 Magmic released both a free and paid version of Phase 10 for Android devices. The Google Play Store also has a scorekeeper app for Phase 10. In September 2013, Magmic released Phase 10 Dice in the iTunes App Store. [9] In 2019, Mattel163 Limited released Phase 10: World Tour for Android and iOS, featuring the "Journey" mode which player travels to different worlds and completes levels by completing sets of unique different phases with opponents with different difficulties. The game also introduces Multiplayer, which players can play with others from around the world by spending "coins" and earn more coins if win, similar to the coin system in UNO!, which is another Mattel163's game.

Tough Luck

Reviews

Notes

  1. "Livingstone Deals a Winning Hand to Fundex Games". Archived from the original on November 14, 2011. Retrieved 2012-11-23.
  2. "About Us" Fundex Games 2011. May 22, 2011.
  3. "Mattel and Fisher-Price Customer Center".
  4. "Phase 10 Dice Instructions" Fundex Games 2011. Dec 18 2011.
  5. "Mattel and Fisher-Price Customer Center".
  6. "Phase 10 Goes Mobile after 25 Years". Archived from the original on February 9, 2008. Retrieved 2012-03-05.
  7. "Phase 10 Release Date" . Retrieved 2012-03-05.
  8. "Phase 10 Masters Edition Release" . Retrieved 2012-03-05.
  9. "Phase 10 Dice iTunes Preview". iTunes . Retrieved 2013-09-16.
  10. "GAMES Magazine #40". June 1983.

Related Research Articles

<span class="mw-page-title-main">Uno (card game)</span> Card game produced by Mattel

Uno, stylized as UNO, is a proprietary American shedding-type card game originally developed in 1971 by Merle Robbins in Reading, Ohio, a suburb of Cincinnati, that housed International Games Inc., a gaming company acquired by Mattel on January 23, 1992.

<span class="mw-page-title-main">500 rum</span> Card game

500 rum, also called pinochle rummy, Michigan rummy, Persian rummy, rummy 500 or 500 rummy, is a popular variant of rummy. The game of canasta and several other games are believed to have developed from this popular form of rummy. The distinctive feature of 500 rum is that each player scores the value of the sets or cards they meld. It may be played by 2 to 8 players, but it is best for 3 to 5.

Spite and malice, also known as cat and mouse, is a relatively modern American card game for two or more players. It is a reworking of the late 19th-century Continental game crapette, also known as Russian bank, and is a form of competitive solitaire, with a number of variations that can be played with two or three regular decks of cards.

<span class="mw-page-title-main">Rummy</span> Group of matching-card games

Rummy is a group of games related by the feature of matching cards of the same rank or sequence and same suit. The basic goal in any form of rummy is to build melds which can be either sets or runs and either be first to go out or to amass more points than the opposition.

<span class="mw-page-title-main">Shanghai rum</span> Rummy card game played with 3-8 players

Shanghai rum is a Rummy card game, based on gin rummy and a variation of Contract rummy played by 3 to 8 players. It is also known as California rummy.

Macau, also spelled Makaua or Macaua, is a shedding-type card game from Hungary, with similar rules to Crazy Eights or Uno and uses a standard 52 card deck. The object of the game is to be the first player to remove all cards from one's hand. Macau involves bluffing so that the players can save cards for later for a higher point value. Cheating is encouraged to add additional gameplay depth.

<span class="mw-page-title-main">Skip-Bo</span> Card game

Skip-Bo is a commercial version of the card game Spite and Malice, a derivative of Russian Bank, which in turn originates from Double Klondike. In 1967, Minnie Hazel "Skip" Bowman (1915–2001) of Brownfield, Texas, began producing a boxed edition of the game under the name SKIP-BO. In 1980 the game was purchased by International Games, which was subsequently bought by Mattel in 1992. A mobile version of the game for iOS was released by Magmic in September, 2013. There is a new version called "SKIP-BO Mod" that comes in a white and blue case.

<span class="mw-page-title-main">Monopoly: The Card Game</span> Card game loosely based on the Monopoly board game

Monopoly: The Card Game is loosely based on the board game Monopoly. The idea is to draw, trade and organize cards into "color-groups" along with bonus cards. Players take turns drawing and discarding cards until one completes a hand. The value of each player's hand is then counted and they receive the amount of Monopoly money they have earned. The first person to collect $10,000 wins.

<span class="mw-page-title-main">Liverpool rummy</span> Card game

Liverpool rummy is a multi-player, multi-round card game similar to other variants of rummy that adds features like buying and going out. It is played the same as Contract rummy, except that if a player manages to cut the exact number of cards required to deal the hand and leave a face-up card, then the cutting player's score is reduced by 50 points.

<span class="mw-page-title-main">Switch (card game)</span> Card game

Switch is a shedding-type card game for two or more players that is popular in the United Kingdom, Ireland and as alternative incarnations in other regions. The sole aim of Switch is to discard all of the cards in one's hand; the first player to play their final card, and ergo have no cards left, wins the game. Switch is very similar to the games Crazy Eights, UNO, Flaps, Mau Mau or Whot! belonging to the Shedding family of card games.

<span class="mw-page-title-main">Contract rummy</span> Card game

Contract rummy is a Rummy card game, based on gin rummy played by 3 to 8 players. It appeared in the United States during the Second World War. The game is also known as Combination rummy, Deuces Wild Rummy and Joker rummy, and a proprietary version of the game called Phase 10 was published in 1982.

<span class="mw-page-title-main">Dummy rummy</span> Card game

Dummy rummy is a variation of rummy for two to four players. It is played with two standard decks of cards, including four jokers, for a total of 108 cards. The jokers and twos are wild. It appears to be of American origin and may be copyrighted.

<span class="mw-page-title-main">Biriba</span> Card game

Biriba is a Greek variant of rummy card game based on the Italian Pinnacola. It is played by two to six players, with two decks and 4 Jokers comprising 108 cards. If 6 players play, one more deck and two jokers more are added. Biriba can also be played by three players with or without partnership rules.

<span class="mw-page-title-main">Uno Attack</span> Card game

Uno Attack is one of many variations on the popular Mattel card game Uno. It includes 112 cards as well as a mechanical card launcher. It was released in 1998 with production overseen by Jeffrey Breslow.

<span class="mw-page-title-main">Bing rummy</span>

Bing rummy is a variant of kalooki invented in the mining towns of Alaska. The game can be played with 2 to 8 players but works best with 3 to 6 players. It is unknown how the game came to be called “bing” although it may be because of the mining terms: unit of weight equal to 800 pounds, or a pile of rich lead ore. It is probably the second definition that gives the game its name referring to the pile of coins that accumulate throughout the game; especially as it is the Galena lead mines that popularized the term “bing ore”. These mines opened in 1919 about the time the game was developed.

<span class="mw-page-title-main">Continental Rummy</span> Rummy card game

Continental Rummy is a progressive partnership Rummy card game related to Rumino. It is considered the forerunner of the whole family of rummy games using two packs of cards as one. Its name derives from the fact that it is played throughout the continental Europe, the United States, Mexico, Canada, and also in South America. According to Albert Morehead, it was "at one time the most popular form of Rummy in women's afternoon games, until in 1950 it lost out to Canasta."

Zioncheck is a card game. It is similar to shanghai rummy, contract rummy, or phase 10. Hoyle's book of common card games describes several games as being based upon it, and Contract Rummy is believed to have originated from it.

<span class="mw-page-title-main">Indian Marriage (card game)</span> Card game

Marriage is a Rummy card game widely played in India. It uses three or more packs of playing cards.

<span class="mw-page-title-main">Taki (card game)</span> Israeli card game similar to Uno

Taki is a card game developed by Israeli game inventor Haim Shafir. The game is an advanced variant of Crazy Eights with a special card deck and extended game options. In its basic form it resembles UNO. It was introduced in 1983 by Shafir Games. The game cards were designed by Israeli artist Ari Ron.

Five Crowns is a card game created by Set Enterprises. Players compete by trying to obtain the lowest number of points after playing all eleven hands of the game and making sets of "books and runs." The game ends when the eleventh round has concluded. As the slogan of Five Crowns states: "The Game Isn't Over 'Til the Kings Go Wild!" The game combines aspects of Rummy and Phase 10.

References