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BEFORE PLAY: Choose one player to be dealer. The dealer shuffles the deck and deals. 10 cards, face down, one at a time, to each player.
Typology: Summaries
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OBJECT: To be the first player to complete all 10 Phases. In case of a tie, the player with the lowest score is the winner.
CONTENTS: Reference cards (listing the 10 Phases) and one deck of 108 cards; 24 each of red, blue, yellow, and green cards numbered โ1โ through โ12,โ four blue โSkipโ cards, and eight โWildโ cards, two of each color.
BEFORE PLAY: Choose one player to be dealer. 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. Place the remaining deck face down in the center of the play area to become the draw pile. Turn the top card of the draw pile over and place it next to the draw pile, to become the discard pile.
PLAY: The player to the left of the dealer plays first. Play continues in a clockwise direction. On your turn, draw one card, either the top card from the draw pile or the top card from the discard pile, and add it to your hand. End your turn by discarding any one of your cards onto the top of the discard pile. During the play of the first hand, each player tries to complete Phase 1. A Phase is a combination of cards. Phases are made of sets, runs, cards of all one color, or a combination of sets and runs. These are the ten Phases:
Each player can make only one Phase during each hand.
SETS: A set is made of two or more cards with the same number. EXAMPLE: Phase 1 is two sets of three, which could be three โ7sโ and three โ10s.โ The two sets could also be the same number, e.g., three โ10sโ and three more โ10s.โ The cards may be in any combination of colors.
RUNS: A run is made of four or more cards numbered in order. EXAMPLE: Part of Phase 2 requires a run of four, which could be โ3,โ โ4,โ โ5,โ โ6.โ The cards may be in
any combination of colors.
ALL ONE COLOR: The cards are all the same color. EXAMPLE: Phase 8 requires seven cards of one color, which could be seven red cards or seven green cards, etc. The cards do not need to be in numerical order.
WILD CARDS: A โWildโ card may be used in place of a number card, or may be used as any color, in order to complete a Phase. EXAMPLES: A player wants to make a run of four, but only has cards โ3,โ โ4,โ and โ6.โ The player uses a โWildโ card as a โ5โ to complete the run. Or, a player has 6 green cards, and uses a โWildโ card as a green card, to complete Phase 8.
SKIP CARDS: Skip cards have only one purpose: to cause another player to lose a turn. To use, simply discard the โSkipโ card on your turn, then choose the player who will lose a turn.
MAKING A PHASE: If, during your turn, you are able to make a Phase with the cards in your hand, lay the Phase down, face-up on the table before discarding. For example, you are trying to make Phase 1. You have 3 โ5sโ and 2 โ7sโ and you draw another โ7.โ You now have 2 sets of 3, and you may lay them down. In the next hand, you will be working on Phase 2.
EXAMPLES: You lay down 3 โ5sโ and 3 โ7sโ to make Phase 1. You have two more โ5sโ in hand and can immediately lay them down with the 3 โ5s,โ all in the same turn.
You also have 3 โ10sโ in hand, but cannot lay them down because Phase 1 requires exactly 2 sets. Thus, you can only add more โ5sโ and โ7sโ to the Phase made of โ5sโ
THE WINNER: The first player to complete Phase 10 at the end of a hand is the winner. If two or more players complete Phase 10 in the same hand, then the player with the fewest total points is the winner. In the event of a tie, the players that tied replay Phase number 10. The first one to go out is the winner.