![]() The hardest part is getting used to how the phases work in conjunction with the game rounds, but once you have that down, it’s all relatively simple. I’m opting to keep this short because A) this game has been around a while and B) it’s cheap and relatively easy to play. Note: The above doesn’t cover all of the rules found in the manual, but should give you an idea as to how the game is played. Rounds continue (the role of the dealer moves clockwise around the table) until one player completes phase ten at the end of a hand…if two players complete phase ten in the same round, the player with the lower total score wins. The player who went out receives zero points while everyone else tallies their cards (scoring explained above). Players who laid down their phase requirement will move onto the next phase on the next round, while players who didn’t will be stuck on that phase and must try to complete it again next round. Once a player goes out, players will look to see if they’ve completed their current phase. Play continues clockwise around the table.ĭifferent phases require different set/run combinations. A player who has completed their phase can then “hit” by adding cards they may have to other sets/runs on the table.ģ. If a player can play their phase’s required combination, they can play extra cards on top of their sets/runs in order to empty their hand more quickly. If they can’t, then they’ll hold onto their cards and try again on their next turn. Lay down their phase’s requirements IN IT’S ENTIRETY. Draw a card from either the deck or discard pile.Ģ. Phase one calls for two sets of 3, for example, while phase ten calls for one set of 5 and one set of 3.ġ. Each phase requires different set/run combinations with the difficulty increasing steadily as players reach phase ten. During a round, players will be trying to complete the phase that they’re on by laying down the sets/runs in their entirety on their turn. The game is played over a series of rounds. ![]() The player to the dealer’s left goes first. Each player receives ten cards to form their starting hand. ![]() The deck of cards is shuffled (minus the reference cards) and a card is drawn face-up to form the discard pile. 1-9 number cards are worth five points, 10-12 number cards are worth ten points, skip cards are worth fifteen points, and wild cards are worth twenty-five points. Paper & Pencil (Not Included) – You’ll want to have a paper and pencil handy to keep score. A player who discards a skip card can make someone else lose a turn while a wild card can be any color/number the player wishes. Phase 10: 2-6 Players, Ages 7+, Average Play Time = 45-60 MinutesĬards – The game includes cards numbered 1-12 of four different colors, as well as “skip” and “wild” cards. ![]()
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December 2022
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