![]() ![]() (They can be skipped twice in a row but not until they miss their turn.) A player cannot be skipped twice in the same round they must lose turn in the round before being skipped again.Any player can be skipped, not just the person who would normally play next.The original print runs of Phase 10 had blue Skip cards, causing confusion with normal blue cards in the deck Skip cards are now black in current editions. A "Skip" card cannot be used to complete any phase, including Phase 8 (seven cards of one color).A "Skip" card may never be picked up from the discard pile.When a "Skip" card is drawn it may be discarded immediately or saved for a later turn.To use, a player discards the "Skip" card on their turn and chooses the player who will lose a turn. Skip: Skip cards have only one purpose: to cause another player to lose a turn.A "Wild" card may not be used as a "skip" card.If the dealer starts the discard pile with a "Wild" card, the card may be picked up by the first player.It must remain as that card until the hand is over. Once a "Wild" card has been played in a Phase, it cannot be replaced by the intended card and used elsewhere.Players can use as many “Wild” cards as they want as long as they use one natural card. More than one “Wild” card may be used in completing a Phase.Original print runs of Phase 10 had two Wilds in each color to reduce confusion, current print runs use black Wilds. ![]() Wild: A "Wild" card may be used in place of a number card and can be used as any color to complete any phase.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. Therefore, there are 24 cards of each color and eight of each value. ninety-six numbered cards: two of each value from one through twelve, in each of four colors.There are one hundred and eight cards in a deck: 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. 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).įor 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". In the case of two players completing the last phase in the same hand, the player with the lowest score out of the tied players is the winner. The object of the game is to be the first person to complete all ten phases. In December 2010, Fundex sold the rights to Phase 10 to Mattel, and now develops and markets a line of games based on brands and other IP formerly exclusive to Mattel as well as Fundex's own brands. Phase 10 was Fundex's best selling product, selling over 32,600,000 units to date, making it the 2nd best-selling commercial card game behind Mattel's Uno. The game is named after ten phases (or melds) that a player must advance through in order to win. It requires a special deck or two regular decks of cards it can be played by two to six people. Phase 10 is based on a variant of rummy known as Liverpool Rummy, and is a member (along with Liverpool) of the contract rummy family. 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. Saving important cards knowing when to put down those cards matching, ordering Cards used in Phase 10 (original version with colored Wild and Skip cards) ![]()
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