- Phase 10 is a rummy-style game where players must complete 10 sequential phases (sets, runs, and colour groups) to win.
- Players who don’t finish their phase in a round stay on it the following round while others advance — making every card decision count.
- Wild cards (25 pts) and Skip cards (15 pts) are powerful but costly if left in your hand at round’s end.
- The winner is the first player to complete all 10 phases with the lowest cumulative score — speed and efficiency both matter.
- Popular variations like Phase 10 Twist and free-order house rules keep the game fresh for experienced players.
Phase 10 rules are straightforward enough to pick up in minutes, yet the game delivers hours of competitive fun for the whole whānau. Phase 10 is a rummy-style card game where players race to complete ten sequential phases — sets, runs, and colour collections — before anyone else. In this complete guide you’ll learn how to set up the game, understand every phase, use special cards wisely, score accurately, and explore popular variations that keep things fresh every session.
- Phase 10 is played over multiple rounds; each player must complete Phase 1 before moving to Phase 2, and so on.
- The first player to complete all 10 phases with the lowest cumulative score wins.
- Wild cards and Skip cards add strategic depth — use them carefully.
- Players who don’t finish their phase stay on it next round while others advance.
- Several fun variations, including the official Twist edition, can shake up the standard game.
What Is Phase 10 and How Does It Work
Phase 10 is a commercial card game created by Kenneth Johnson and published by Mattel. It was inspired by the classic card game rummy — if you enjoy rummy and its many variations, Phase 10 will feel immediately familiar while offering a distinct twist. The core idea is simple: each round, every player tries to complete a specific phase (a defined combination of cards), lay it down on the table, and then discard their remaining cards as quickly as possible.
The game is structured around ten mandatory phases that must be completed in order. If you finish your current phase in a round, you advance to the next one. If you don’t, you stay on the same phase while other players move ahead. This catch-up mechanic creates genuine tension — a player who falls two phases behind can still claw back if they score well and others stumble.
Each round ends when one player goes out (empties their hand). Points are then tallied for the cards remaining in every other player’s hand. At the end of the game — once someone completes Phase 10 — the player who finished all ten phases with the fewest total points wins. So it’s not purely a race; smart card management and low scoring matter just as much as speed.
Phase 10 suits 2–6 players and works brilliantly as a family game for ages 7 and up, though adults get just as hooked. A standard game runs anywhere from 45 minutes to two hours depending on player count and how competitive things get.
Equipment and Setup
The standard Phase 10 deck contains 108 cards in total:
- 96 numbered cards — two each of numbers 1–12 in four colours (red, blue, yellow, and green)
- 8 Wild cards
- 4 Skip cards
If you’ve misplaced your deck or want a quicker alternative, you can substitute two standard decks of playing cards with jokers acting as Wilds and a designated card (such as the Ace of Spades) acting as a Skip — though an official deck is the easiest option.
Setting Up the Game
- Choose a dealer. The dealer shuffles all 108 cards thoroughly.
- Deal 10 cards face-down to each player.
- Place the remaining deck face-down in the centre of the table to form the draw pile.
- Flip the top card of the draw pile face-up next to it — this starts the discard pile.
- Give every player a reference card listing all 10 phases (these come in the box).
- Decide who goes first — traditionally the player to the left of the dealer.
Each player should review their 10 cards privately and begin planning which phase they’re targeting this round. It pays to know your phase before your first turn.
How to Draw and Discard
Turn order in Phase 10 is clockwise, and each turn follows the same three-step sequence:
- Draw — Take one card from either the top of the face-down draw pile or the top card of the face-up discard pile. You must take a card to start your turn.
- Lay down (optional) — If you have completed your current phase, you may lay it face-up on the table in front of you. Once laid down, you may also hit on other players’ laid-down phases (add cards that fit).
- Discard — End your turn by placing one card face-up on the discard pile.
A few important rules govern drawing and discarding:
- You cannot lay down a phase unless you lay the entire required combination at once — partial phases don’t count.
- After laying down your phase, you can hit on any other player’s completed phase on the same turn or future turns, helping you empty your hand.
- You must always discard one card at the end of your turn, even if you’ve just laid down your phase.
- If the draw pile runs out, shuffle the discard pile (leaving the top card) to form a new draw pile.
The round ends the moment any player discards their last card and goes out. All remaining players count the cards left in their hands and add the corresponding points to their running score.
All 10 Phases Listed and Explained
Here are all ten phases in order. Each defines exactly what combination of cards you must collect and lay down to complete that phase.
- Phase 1: 2 sets of 3 (two groups of three cards sharing the same number)
- Phase 2: 1 set of 3 + 1 run of 4 (three of a kind plus four consecutive numbers)
- Phase 3: 1 set of 4 + 1 run of 4
- Phase 4: 1 run of 7 (seven consecutive numbers)
- Phase 5: 1 run of 8
- Phase 6: 1 run of 9
- Phase 7: 2 sets of 4
- Phase 8: 7 cards of one colour (colour, not number, is what matters here)
- Phase 9: 1 set of 5 + 1 set of 2
- Phase 10: 1 set of 5 + 1 set of 3
Key Definitions
- Set: A group of cards all sharing the same number (colour doesn’t matter). Wild cards can substitute for any number.
- Run: A sequence of consecutive numbers (e.g., 3-4-5-6-7). Colour doesn’t matter. Wild cards can fill any gap.
- Colour group (Phase 8): Any seven cards of the same colour, numbers irrelevant. Wild cards count as any colour.
The phases are broadly ordered by difficulty, though many players find Phases 4–6 (the long runs) the trickiest. Phase 8’s colour requirement can also catch newcomers off guard.
Special Cards: Skip, Wild and Draw Two
Phase 10’s special cards add a satisfying layer of strategy and occasional chaos to proceedings.
Wild Cards
A Wild card can represent any numbered card in any colour. Use it to fill a gap in a run, complete a set, or substitute a colour in Phase 8. Wild cards cannot be traded once they’ve been laid down as part of a phase — they stay where they are. Holding onto a Wild too long, however, costs you 25 points if you’re caught with it in hand at the end of a round.
Skip Cards
Play a Skip card face-up on the discard pile and name any other player — that player loses their next turn entirely. Skip cards can also be discarded normally. They cannot be used as part of a phase combination and cannot be drawn from the discard pile by choice (if a Skip is face-up, the next player must take from the draw pile instead). A Skip card left in your hand at round’s end costs 15 points.
Draw Two Cards
Some editions of Phase 10 include Draw Two cards (similar to those in UNO-style card games). When played, the targeted player must draw two additional cards before their turn. Check your specific edition’s rules, as not all versions include these.
Completing a Phase and Moving On
Completing a phase is the pivotal moment of every round. Here’s exactly how it works:
- On your turn, after drawing, spread your phase combination face-up on the table in front of you. It must be complete and correct — referees (other players!) can and should check.
- Announce your phase number so everyone is clear.
- Continue playing out your remaining turns normally — draw, optionally hit on laid-down phases, discard.
- Hitting means adding a card from your hand onto any player’s (including your own) laid-down phase where it fits. For example, adding a 10 to a run of 7–8–9, or a matching number to someone’s set of four. You can only hit after you’ve laid down your own phase.
- Once you discard your final card, the round ends. Players who completed their phase advance to the next one; players who didn’t repeat the same phase next round.
This mechanic rewards players who build efficiently. If you’re on longer combination games like canasta, you’ll appreciate how Phase 10 gives you a clearer, phase-by-phase target rather than an open-ended meld strategy.
Scoring and Winning Phase 10
At the end of each round, every player (except the one who went out) counts the point value of cards remaining in their hand:
- Cards numbered 1–9: 5 points each
- Cards numbered 10–12: 10 points each
- Skip cards: 15 points each
- Wild cards: 25 points each
These totals are added to each player’s cumulative score. The player who went out scores 0 for the round.
Determining the Winner
The game ends the round in which any player completes Phase 10. At that point, compare cumulative scores among all players who have also completed Phase 10. The player with the lowest total score wins. If only one player has completed all 10 phases, they win outright regardless of score. If two players both finish Phase 10 in the same round, the tie goes to whoever has the lower score.
| Game | Players | Core Mechanic | Avg. Play Time | Best For |
|---|---|---|---|---|
| Phase 10 (Standard) | 2–6 | Sequential phases, sets & runs | 60–120 min | Families, mixed ages |
| Ultimate Phase Card | 2–6 | Flexible phase order, extra cards | 45–90 min | Experienced Phase fans |
| Rummy | 2–6 | Open melds, sets & runs | 30–60 min | Quick games, beginners |
| Canasta | 2–6 | Melds, bonus scoring, partnerships | 60–90 min | Strategic adult players |
| Phase 10 Twist | 2–6 | Rotating board, choose phase order | 45–90 min | Players wanting variation |
Phase 10 Variations and Twist Rules
Once you’ve mastered the standard rules, variations can breathe new life into your game nights.
Phase 10 Twist
The official Phase 10 Twist edition introduces a rotating game board. Instead of completing phases in a fixed order, players move around the board and may sometimes choose between alternate phases. It’s a brilliant option if your group finds the standard sequence too predictable.
Master’s Edition
The Master’s Edition ups the difficulty with harder phase combinations and cards numbered up to 20. Experienced players who breeze through the standard game will find this a proper challenge.
House Rules Worth Trying
- Free-order phases: Allow players to complete the 10 phases in any order they choose, rather than 1 through 10 sequentially. This levels the playing field and adds choice.
- No hitting: Remove the hitting rule entirely, so once you’ve laid down your phase you can only discard. Slows the game and keeps the focus on hand management.
- Speed round: Deal only 8 cards instead of 10 for a faster, more chaotic session — great when you’re short on time.
- Team play: Pair players up. Partners share a combined hand and must complete phases together — fantastic for younger or less experienced players teaming with adults.
If you enjoy exploring card game variants, have a look at the Ultimate Phase card game guide for an expanded take on the Phase format with extra mechanics and card types.
Frequently asked questions
Can you lay down your phase and go out on the same turn?
Yes, absolutely — and it’s one of the most satisfying moves in the game. If you complete your phase and have only one card left to discard, you can lay your phase down and then immediately discard your final card to go out, all in the same turn. This earns you 0 points for the round and forces everyone else to tally their remaining cards straight away.
Can a Wild card be taken from someone else’s laid-down phase?
No. Once a Wild card has been placed as part of a laid-down phase on the table, it is locked in and cannot be retrieved or swapped out by any player. In some house-rule variants players allow swapping a Wild for the real card it represents, but in the official rules the Wild stays put once it’s been laid down.
What happens if the draw pile runs out completely?
If the draw pile is exhausted, take the discard pile, leave the top card face-up, and shuffle the remaining discard cards to create a new draw pile. Play continues normally. This situation is rare in a standard game but can occur in longer sessions with fewer players drawing and discarding slowly.
Do you have to complete your phase before hitting on other players’ cards?
Yes. You can only hit (add cards to other players’ or your own laid-down phases) after you have successfully laid down your own complete phase. Until your phase is on the table, you cannot contribute cards to anyone else’s combinations, no matter how perfectly they fit.
How many players can play Phase 10?
The standard game supports 2 to 6 players. For larger groups of up to 10, you can combine two Phase 10 decks. More players generally means longer games and more competition for the cards you need, which ramps up the strategic pressure considerably. Two-player games move fastest and tend to be the most cutthroat.


