1Object of the game
Be the first player to complete all ten phases in order. You can only make one phase per round, and if you don't complete your phase in a round, you try the same one again next round. Leftover cards also cost points, which break ties when more than one player finishes Phase 10 in the same round.
2Setup
- Remove the 2 reference cards and give one to anyone who wants a list of the phases. Shuffle the 108 playing cards: two sets of 1 to 12 in each of four colors (96 cards), 8 wild cards, and 4 skip cards.
- The dealer deals 10 cards face down to each player, one at a time.
- Put the rest of the deck face down as the draw pile and turn the top card face up to start the discard pile.
- Everyone starts on Phase 1. Write each player's name on a score sheet with room to track the phase they are on and their points.
- The player to the dealer's left goes first, and play moves clockwise. The deal passes left each round.
3The play
- Draw one card, either the top card of the draw pile or the top card of the discard pile.
- If you hold every card needed for your current phase, lay the whole phase face up in front of you. You must lay down the entire phase at once, and you can only make one phase per round.
- After your phase is down, you may hit: add cards from your hand to any phase already on the table, yours or another player's, as long as they fit.
- End your turn by discarding one card onto the discard pile. If you discard a skip, choose the player who loses their next turn.
4End of a hand
A round ends as soon as a player goes out by getting rid of all their cards, either by hitting or by discarding the last one. Everyone else scores penalty points for the cards left in their hands. Every player who laid down their phase that round, including the player who went out, moves on to the next phase. Players who didn't complete their phase try the same one again. Shuffle, deal 10 new cards each, and start the next round.
5Scoring
When a player goes out, everyone else adds up the cards still in their hand and writes that total on the score sheet. The player who went out scores zero. Lower is better.
| For | Points |
|---|---|
| Cards numbered 1–9 | 5 each |
| Cards numbered 10–12 | 10 each |
| Skip | 15 each |
| Wild | 25 each |
| Phase 1 | 2 sets of 3 |
| Phase 2 | 1 set of 3 + 1 run 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 8 | 7 cards of one color |
| Phase 9 | 1 set of 5 + 1 set of 2 |
| Phase 10 | 1 set of 5 + 1 set of 3 |
A set is cards of the same number in any colors. A run is cards in numerical order in any colors (runs don't wrap from 12 to 1). A color phase is cards of the same color in any numbers. Wild cards can stand in for any number or color, but each phase must include at least one numbered card.
The phase 10 score sheet will do the adding up at the table. More detail: the 10 phases in phase 10, with examples.
6Winning
The first player to complete Phase 10 wins. If more than one player completes Phase 10 in the same round, the one with the lowest total score wins. If they're still tied on points, those players replay Phase 10, and the first to go out wins, per the Mattel rule sheet.
7A worked hand
You're on Phase 2: one set of 3 plus one run of 4. Your 10 cards are 7, 7, 4, 5, 6, 11, 12, a wild, a skip, and a 2. The top discard is a 7, so you take it instead of drawing blind, giving you 11 cards. Now lay down your phase: 7, 7, 7 is the set of 3, and wild, 4, 5, 6 is the run of 4, with the wild standing in as a 3. Using the wild as the 3 instead of a 7 is the smart choice, because now your 2 fits on the low end of your run. With your phase down, you may hit, so you add the 2 to the front of the run (2, wild, 4, 5, 6). That leaves 11, 12, and the skip. You discard the skip and pick the player furthest ahead, so they lose their next turn. You now hold two cards. If another player goes out before your next turn, your 11 and 12 cost you 10 points each, 20 in all. Either way, you completed Phase 2, so you move to Phase 3 next round.
8House rules
The rules above are the version most US players use. These are the variations you are most likely to run into; settle them before the first deal.
- Pick your phase
- Some groups let players complete phases in any order, crossing each off as they go, instead of 1 through 10 in sequence.
- Skip anyone twice
- The official rules say you can't skip the same player two turns in a row, but some families ignore that rule, which makes skips much stronger.
- Hit only your own phase
- Some tables only allow hitting your own laid-down phase, which makes going out slower.
- Shorter game
- For a quicker game, play only the odd or only the even phases, or stop after a set number of rounds and use lowest score as the winner.
9Mistakes people make
- You can't hit on anyone's phase until your own phase for the round is laid down.
- Each phase needs at least one real numbered card; you can't make a phase entirely of wilds.
- A skip can never be picked up from the discard pile, and you can't skip the same player two turns in a row.
- You must lay down your whole phase at once; you can't put down half of it and finish later.
10Playing better
- Watch what other players pick up from the discard pile. If someone takes 9s, don't discard a 9.
- Hold wild cards for the hardest parts of your phase, and never discard one unless you have no choice. A wild left in your hand at round end costs 25.
- Use skips on the player closest to going out or furthest ahead in phases.
- Once your phase is down, hit as fast as you can. Every card you shed lowers your penalty and brings you closer to going out.
- Discard high cards (10–12) early when they don't fit your phase. They cost 10 points each if you get caught.
Phase 10: questions people ask
- What are the 10 phases in Phase 10?
- The phases are: 1) two sets of 3, 2) a set of 3 and a run of 4, 3) a set of 4 and a run of 4, 4) a run of 7, 5) a run of 8, 6) a run of 9, 7) two sets of 4, 8) seven cards of one color, 9) a set of 5 and a set of 2, and 10) a set of 5 and a set of 3.
- How many cards do you deal in Phase 10?
- Deal 10 cards to each player, face down, one at a time. Put the remaining cards face down as the draw pile and flip the top card to start the discard pile. You'll hold 11 cards briefly after drawing, then discard back to 10 or fewer.
- How do skip cards work in Phase 10?
- When you discard a skip, you pick one player who loses their next turn. You can't skip the same player two turns in a row, and a skip can never be picked up from the discard pile. Skips also can't be used in a phase. A skip left in your hand costs 15 points.
- Can you use all wild cards for a phase?
- No. You can use as many wild cards as you like in a phase, but it must include at least one numbered card. Wilds can stand in for any number or any color. Once a wild is played in a phase, it can't be taken back or moved for the rest of the round.
- Can you hit on other players' phases in Phase 10?
- Yes, but only after you've laid down your own phase for that round. Then you can add cards to any phase on the table, including other players', as long as they fit. For example, you can add a matching number to a set or extend a run at either end.
- How does scoring work in Phase 10?
- When someone goes out, the other players count the cards left in their hands: 5 points for each card numbered 1 to 9, 10 for 10 to 12, 15 for a skip, and 25 for a wild. The player who went out scores zero. Low score is better and breaks ties at the end.
- Who wins Phase 10 if two players finish at the same time?
- If two or more players complete Phase 10 in the same round, the one with the lowest total score wins. If those players are also tied on points, the Mattel rules say they replay Phase 10, and the first to go out wins.
Phase 10 is a trademark of Mattel, Inc. This page describes the rules for players and has no connection with the trademark owner.
Sources
Checked by Morgan Hale against the sources below. Last reviewed September 28, 2026.
- Phase 10 Instructions (W4729), Mattel. Read September 28, 2026.
- Phase 10, Wikipedia. Read September 28, 2026.
Also on the table: UNO, Skip-Bo, Rummy, Hand and Foot.