This page is part of the Invented Games section of the Card Games web site. It is a collection of variations of the proprietary card game, Phase 10. Phase 10 is a commercial version of the traditional card game Contract Rummy, but while Contract Rummy is played with standard playing-cards, Phase 10 uses special cards and has a somewhat different sequence of contracts.
Phase 10 + 10
Contributed by Justin Huneke
Phase 10 is the second-best selling card game behind Uno. Previously owned by Fundex, Mattel bought the rights to the game in 2010. Phase 10 is available to play online as well as on the iOS and Blackberry mobile stores. There is also a Phase 10 dice game available. Phase 10 is a card game for 2-6 players. The goal of the game is to complete all ten phases, one round at a time. At the end of a round players will add up their score based on the number and type of cards left in their hand. The goal is to have the lowest score at the end of the game. Phase 10 is Fundex card game designed for two to six players. Players compete to complete 10 sequential phases, with the first player completing “Phase 10” being the winner. The card game was also adapted into a dice game. You can read the Phase 10 Dice Game Rules at “How Do You Play It?”.
- The object of the game is to be the first player to complete 10 varied Phases-two sets of three, one run of seven, seven cards of one color and more. The twist is that each Phase to be completed is specific for each hand dealt. Those who complete the Phase advance to the next, but those that don't must try again. For 2 to 6 players.
- May 10, 2020 Whether you're entertaining guests or just passing time, you're sure to get addicted to Phase 10 once you learn the rules of the game. Phase 10 is a fun and easy to learn rummy type game. If you have never played before or you just want to brush up on the rules, it’s easy enough to get a game going quickly.
Phase 10 +10 is played with a deck of Phase 10 cards and played the same way as the proprietary game Phase 10 except that the 10th phase only marks the half way point! After the 10th phase there are 10 more and here they are:
- 4 sets of 2
- 1 set of 4 + 1 run of 5
- 1 set of 5 + 1 run of 5
- 1 run of 4 + 4 cards of one color
- 1 run of 5 + 4 cards of one color
- 1 run of 10
- 1 set of 4 + 1 set of 5
- 9 cards of one color
- 1 set of 6 + 1 set of 2
- 1 set of 6 + 1 set of 3
Warning! This game takes a very, very, very long time. Only play if you have absolutely nothing to do in the next 4 to 5 hours.
Enjoy!
Super Wild Phase 10
![Phase Ten Phase Ten](/uploads/1/3/4/3/134353747/548797160.jpg)
A variation of the 'Masters Edition' of Phase 10, contributed by Jeff Presley
The Masters Edition of Phase 10 includes two additional rules:
- Players can choose which Phase to attempt on each deal, based on the cards they are dealt.
- Once in each deal, a player can 'save' a card by discarding it into a private 'save' pile instead of the central discard pile. These cards are stored from deal to deal. At the start of a turn, a player can retrieve any card from their 'save' pile into their hand instead of drawing from the stock or discard pile.
Jeff Presley's group has modified these rules by marking one of the existing wild cards as 'Super Wild' and one of the existing skip cards as 'Super Skip'.
- Playing a normal Skip card either skips the next player or reverses the direction of play - the player of the card chooses which.
- Playing the 'Super Skip' card skips everyone else and thus give the holder another turn immediately. This card counts 25 points if left in a player's hand at the end.
- The 'Super Wild' card counts 50 points and can be used as two wild cards.
The contracts are:
- 2 sets of 3
- 1 set of 3 + 1 run of 4
- 1 set of 4 + 1 run of 4
- 1 run of 7
- 1 run of 8
- 1 run of 9
- 2 sets of 4 - OR 3 sets of 3 - OR 5 sets of 2
- 7 cards of one color (skip can be used as a blue card when collecting blues)
- 1 set of 5 + 1 set of 2
- 1 set of 5 + 1 set of 3
A game usually lasts 60 - 90 minutes.
Mixed Up Masters
A variation of the 'Masters Edition' of Phase 10, contributed by Keith Morris
There are 2-4 players. Take all of the 'phase' cards, shuffle them together and deal them out, 10 to each player. You dont get to look through them or choose which one to use: you turn up your first phase card and that is the one you need to complete.
You cannot pick up from the discard pile after you have laid down your phase. Your skips do not count as a color. To win you have to finish all the phases in your pile.
This version takes around 30-60 min. depending on the number of players.
To make a harder 2-player game, shuffle all 40 'phase' cards and deal out 20 to each person.
The Crazy Twenties
Phase Ten
Contributed by Gabriele Scott
The first 10 phases remain the same as in the standard game and there are ten additional phases as follows:
- 3 sets of 3
- 4 sets of 2 with no wilds
- 1 run of 5 + 1 set of 5
- 8 of one color with no wilds
- 1 run of 10
- 1 set of 7 + 1 set of 2
- 2 runs of 4 with no wilds
- 3 sets of 3 using 3 colors - wilds same color (you pick three colors and only these colors can be used in the sets, including any wild cards; you do not have to use all three colors in any set)
- 5 sets of 2 in same color - wild card color must match number color
- run of 9 in 2 alternating colors - wild card color must match color sequence.
Phases may be played in any order at the choice of each individual player. Players announce what phase they are playing when they lay down their cards. They are then committed to that phase for the rest of the deal. A note must be kept of which phases each player has completed. No player is allowed to repeat a phase, so the players' options are reduced as the game progresses. To win you have to complete all 20 phases.
![Phase ten card game Phase ten card game](/uploads/1/3/4/3/134353747/724517857.png)
Note: The above rules use Phase 10 cards with colored wild cards. In some newer decks all the wild cards are the same color. If playing with this type of deck, just disregard the restrictions on wild card colors.
Alternative phases
When playing with just 10 phases, it is not necessary to stick to the phases given in the official game instructions. There are many other possibilities, and many groups use their own list of phases. For example Armanda Carvelli recommends the following phases:
- set of 3 + run of 4
- set of 4 + run of 5
- run of 6
- run of 7
- run of 8
- run of 9
- 3 sets of 2
- 2 sets of 3
- 2 sets of 4
- set of 5 + set of 3
OBJECTIVE OF PHASE 10: Complete all 10 phases first
Phase Ten Scoring
NUMBER OF PLAYERS: 2-6 Players
MATERIALS: Phase 10 deck (110 cards)
TYPE OF GAME: Rummy
AUDIENCE: 13+
INTRODUCTION TO PHASE 10
Spinning reels slot online. Phase 10 is somewhat like Uno but is more closely related to Liverpool Rummy. In Phase 10, there are 10 different matches or phases that must be fulfilled in order to win the game. This game was invented in 1982 by Kenneth R. Johnson and is now sold by Mattel. Like Uno, you are trying to shed all the cards in your hand, however, unlike Uno, this is done through melding cards into phases.
THE CARDS
A Phase 10 box consists of 110 cards: 2 reference cards, 24 x 4 number cards in red, blue, yellow, and green, numbering from 1-12 twice. There are also 4 Skip cards and 8 Wild cards in the deck.
Skip Card: This card forces the next player in the rotation to forfeit their turn. All lotto results. If it is the first card flipped over, the first player loses a turn.
Wild Card: These cards can represent any other card in a phase. However, it can not be reused.
PHASES
A Phase is a set of particular cards that fulfill the criteria for a particular phase. The cards must be revealed flat on the table for others to see. If you can not complete a phase in a single hand you must try again the next hand, you can not jump around phases. The hand is finished when at least one player either forms a phase or discards all their cards in hand. According to the official Phase 10 rules, the phases are as follows:
Phase 1: 2 sets of 3 (two 3 of a kind)
Phase 2: 1 set of 3 & 1 run (sequence) of 4
Phase 3: 1 set of 4 & 1 run of 4
Phase 4: 1 run of 7
Phase 5: 1 run of 8
Phase 6: 1 run of 9
Phase 7: 2 sets of 4
Phase Ten Dice
Phase 8: 7 cards of 1 color
Phase 9: 1 set of 5 & 1 set of 2
Phase 10: 1 set of 5 & 1 set of 3
Set: A set is a group of cards of the same number, color does not matter.
USA Coin Book Estimated Value of 1953-D Lincoln Wheat Penny is Worth $0.05 in Average Condition and can be Worth $0.53 to $1.08 or more in Uncirculated (MS+) Mint.
1953 D Wheat Penny. CoinTrackers.com has estimated the 1953 D Wheat Penny value at an average of 15 cents, one in certified mint state (MS+) could be worth $12.
![Near](https://thumbs.worthpoint.com/zoom/images2/1/1217/18/1953-lincoln-cent-wheat-penny-red_1_58b881836290935d78db151498220839.jpg)
Run: A run is a sequential set of cards, i.e. a run of 7: 2, 3, 4, 5, 6, 7, 8. Color does not matter.
THE PLAY
The game can accommodate 2 to 6 players. Pick a dealer, they shuffle and pass each player 10 cards, face-down. Keep your hand secret. The cards that remain form the draw pile. The top card is flipped over beside it, face-up, this is the discard pile. The player to the dealer’s left begins.
Phase Ten Rules
- Draw a card from the draw pile or discard. Add the card to your hand. Discard an unwanted card.
- Make a Phase. You must have all the needed cards in hand. Place the phase in front of you.
Play moves clockwise until someone completes a phase and goes out. The first player that goes out is the winner of that hand. The deal moves to the left at the beginning of a new hand. Cards are gathered, reshuffled, and hands re-dealt.
HITTING
If you hit you can get rid of 2 cards in hand during a turn. If you wish to hit, discard cards in hand by adding them to your phase or to another player’s already completed phase. This can be a strategic measure to use if you wish to be the first player to discard all your cards first that hand.
GOING OUT FIRST
Being the first player to go out in a round means you get to advance to the next phase and hand. Also, players who had cards remaining in their hand must add them up.
Number Cards 1-9: 5 points each
Number Cards 10-12: 10 points each
Skip Cards: 15 points each
Wild Cards: 25 points each
Gaining points is not ideal, the player in Phase 10 with the lowest score wins.
WINNING
If at the end of a round there is only one player to complete phase 10, they are the winner. If multiple people complete phase 10, then points are used to determine the winner. In this case, the player with the lower score is the winner.