Phase 10 Rules: How to Play, Score, and Win the Card Game

Phase 10 is a rummy-style card game where the goal is not simply to run out of cards but to complete ten set challenges — called phases — in a fixed order. Each phase asks for a different combination of card groups, so every round feels a little different and no single tactic wins on its own.

Designed for 2 to 6 players, a full game usually takes around 45 to 60 minutes and suits families, flatmates, and game-night groups alike. This guide walks through the deck, the setup, all ten phases, the scoring, and the tactics that give steady players an edge.

Quick Facts

Players2–6
Recommended age7 years and up
Playing timeAbout 45–60 minutes
Deck108 cards (96 number, 8 Wild, 4 Skip)
Game typeRummy-style shedding card game
DesignerKenneth Johnson (1982)
Current publisherMattel (since December 2010)

What Phase 10 Is and How It Works

Phase 10 was created by American inventor Kenneth Johnson in 1982 and drew on the many rummy-style games he grew up playing. It was published for years by Fundex Games before Mattel acquired the rights in December 2010. Today it ranks as one of the best-selling commercial card games in the world, second only to UNO.

The heart of the game is simple: complete each of the ten phases in sequence. You cannot attempt Phase 2 until you have finished Phase 1, and so on down the list. A phase is a specific grouping of cards — for example two sets of three, or a run of seven — that you must gather in full before you can lay it on the table. Because Phase 10 mixes strategy with a bit of luck, careful planning matters as much as the cards you happen to draw.

What Is in the Phase 10 Deck

A Phase 10 game uses a dedicated deck of 108 cards rather than a standard playing-card pack:

  • Number cards (96): values 1 to 12 in four colours — red, yellow, green, and blue. Each number appears twice in every colour.
  • Wild cards (8): the most flexible cards in the game. A Wild can stand in for any number or colour to help complete a phase, and it may be picked up from the discard pile.
  • Skip cards (4): when discarded, a Skip forces a player of your choice to lose their next turn. A Skip card can never be used inside a phase and cannot be drawn from the discard pile.

How to Set Up and Play Phase 10

Setup is quick, and the turn structure stays the same throughout the game.

  1. Shuffle and deal: shuffle the 108-card deck and deal 10 cards to each player.
  2. Draw pile: place the remaining cards face down in the centre of the table.
  3. Discard pile: turn the top card face up beside the draw pile to start the discard pile.
  4. First turn: the player to the dealer’s left goes first, and play continues clockwise.

Every turn then follows the same three steps.

1. Drawing a Card

You start by taking one card, either from the top of the face-down draw pile or from the top of the face-up discard pile.

2. Making Your Phase

If your hand holds the exact cards your current phase needs, you may lay the whole phase down at once — partial phases are not allowed. Once your phase is on the table, you can also “hit” by adding matching cards to any phase already laid down, including your opponents’.

3. Discarding

You end your turn by placing one card on the discard pile. After you complete your phase, your aim shifts to emptying your hand as quickly as possible to end the round.

The Ten Phases in Order

Knowing the requirements in advance helps you plan which cards to keep. Two definitions matter throughout: a set is two or more cards of the same number in any colours, and a run is four or more cards in consecutive number order, again in any colours.

PhaseRequirement
Phase 12 sets of 3
Phase 21 set of 3 + 1 run of 4
Phase 31 set of 4 + 1 run of 4
Phase 41 run of 7
Phase 51 run of 8
Phase 61 run of 9
Phase 72 sets of 4
Phase 87 cards of one colour
Phase 91 set of 5 + 1 set of 2
Phase 101 set of 5 + 1 set of 3

Phase 8 is the exception: it asks for seven cards of a single colour, no matter what the numbers are.

Scoring in Phase 10

At the end of every round, the player who finished their phase and emptied their hand scores zero. Everyone else adds up penalty points for the cards still in their hand:

  • Number cards 1–9: 5 points each
  • Number cards 10–12: 10 points each
  • Skip cards: 15 points each
  • Wild cards: 25 points each

The overall winner is the first player to finish all ten phases; if two players complete Phase 10 in the same round, the lower total score breaks the tie. To see how a different shedding game handles points, compare it with how scoring works in UNO.

Strategy Tips for Phase 10

Luck deals the cards, but resource management and observation decide most games.

Manage Your Wild Cards

With only eight Wilds in the whole deck, they are your scarcest resource. Avoid spending them on the early, easy phases; save them for the long runs and larger sets later on, where a specific number or colour is much harder to find. The same restraint pays off across the UNO family — see this wild card strategy guide.

Use Skip Cards to Disrupt

If an opponent looks one card away from completing their phase, discarding a Skip to make them miss a turn can stall their momentum and buy you time to catch up.

Watch the Discard Pile

Pay attention to what others throw away. Cards a player keeps discarding are unlikely to belong to their phase, which hints at what they are collecting — and what you should avoid handing them.

Common Mistakes to Avoid

  • Miscounting a phase: double-check the exact requirement before you lay down, so you don’t fall a card short of a run or set.
  • Laying down too early: the minimum works, but holding out for stronger cards can let you empty your hand faster and hit others’ phases.
  • Careless discarding: the card you toss could be exactly what the next player needs, so think before you discard.

Key Points

  • Complete all ten phases in order to win — you cannot skip ahead.
  • Each phase needs a specific mix of sets (same number) and runs (consecutive numbers).
  • A run must be at least four cards; a set is two or more cards of the same number.
  • Wild cards stand in for any card; Skip cards make a chosen player miss a turn.
  • Cards left in your hand at the end of a round become penalty points, and the lowest total breaks any tie.

Variations and Who Phase 10 Suits

Beyond the classic card game, its publishers have released spin-offs such as Phase 10 Dice, Phase 10 Twist, and a harder Masters Edition, along with a free mobile app for solo or online play. The core idea — race through fixed phases — stays the same across all of them.

Phase 10 suits anyone who enjoys light strategy at a social, forgiving pace. Fans of Five Crowns and the sequencing game Skip-Bo will feel at home, and it earns a regular spot among the best card games to play in New Zealand. If you already love the faster, more reactive style of UNO, Phase 10 offers a longer, more planned alternative for the same group.

Frequently Asked Questions (FAQ)

What is the goal of Phase 10?

The goal is to be the first player to complete all ten phases in order. Each phase is a set combination of cards you must collect in full and lay down before moving on to the next one.

Can I skip a phase if I get stuck?

No. You must finish your current phase before attempting the next. If you do not complete it in a round, you simply try the same phase again in the following round.

How are penalty points counted?

Points come from the cards left in your hand when a round ends. Number cards score 5 points (values 1 to 9) or 10 points (values 10 to 12), Skip cards score 15, and Wild cards score 25. The lowest total wins.

Can a Wild card replace any card?

Yes. A Wild card can stand in for any number and colour within a set or a run, which makes it ideal for finishing tricky phases. It cannot, however, be used in place of a Skip card.

What happens if several players finish Phase 10 in the same round?

When two or more players complete their tenth phase in the same round, the player with the lowest total score across all rounds is declared the winner.