Phase 10 in one page
2–6 players · Phase 10 deck · score pad
Each player is dealt 10 cards and tries to complete their current phase, such as two sets of 3, by drawing one card and discarding one each turn. Once you lay down your phase you can add cards to any laid-down phase, and the round ends when someone gets rid of all their cards. Players who made their phase move on to the next one, and the first player to complete Phase 10 wins.
In brief
- Deal 10 each; turn up the top card for the discard pile
- Turn: draw 1 (deck or discard), lay phase, hit, discard 1
- 1) 2 sets of 3 · 2) set of 3 + run of 4 · 3) set of 4 + run of 4
- 4) run of 7 · 5) run of 8 · 6) run of 9 · 7) 2 sets of 4
- 8) 7 of one color · 9) set of 5 + set of 2 · 10) set of 5 + set of 3
- Wilds: any number or color; phase needs 1 numbered card
- Hit only after your own phase is down
- Skip: you pick who; not the same player twice in a row; never picked up
- Go out by hitting or discarding your last card
- Leftovers: 1–9 = 5, 10–12 = 10, skip 15, wild 25
- First to finish Phase 10 wins; ties go to lowest score
Setup
- 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.
On your turn
- 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.
Scoring
| 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 |
Winning
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.
gamesrulesexplained.com/phase-10/ · rules checked September 2026 · Phase 10 is a trademark of Mattel, Inc.