Fundex Games Phase 10 Deluxe User manual

Fundex Games Phase 10 Deluxe User manual
ored, not cards already
the player to the left of
cards are gathered and
ete Phase 10 at the end
ayers complete Phase
h the fewest total points
ayers that tied replay
t is the winner.
advance to the next
e the current Phase or
hase 1, then in hand
n hands, the player with
t be completed in order
e number of Phases to
play starts. All other
allows for a shorter
hases (2, 4, 6, 8, 10)
s remain the same.
© 1982 Kenneth Johnson
© 2002 Fundex Games, Ltd.
All Rights Reserved
Phase 10 is a registered trademark of Kenneth Johnson.
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 “Wild” 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 “3,” “4,” and “6.” The player uses a “Wild” card as a “5” to
complete the run. Or, a player has 6 green cards, and uses a
“Wild” card as a green card, to complete Phase 8.
• More than one “Wild” card may be used in completing a
Phase. Players can use as many “Wild” cards as they want as
long as they use one (1) natural card.
• Once a “Wild” card has been played in a Phase, it cannot be
replaced by the intended card and used elsewhere, but must
remain as that card until the hand is over.
• If the dealer starts the discard pile with a “Wild” card, the card
may be picked up by the first player.
SKIP CARDS: Skip cards have only one purpose: to cause
another player to lose a turn. To use, simply discard the “Skip”
card on your turn, then choose the player who will lose a turn.
• When you draw a “Skip” card, you may discard it immediately
or save it for a later turn.
• A “Skip” card may never be used in making Phase 8, or any
other Phase.
• A “Skip” card may never be picked up from the discard pile.
• Only one “Skip” card against each player per “round” may be
• When someone is skipped, a “round” is once around the table.
• If the dealer starts the discard pile with a “Skip” card, the first
player’s first turn is automatically skipped.
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 “5s” and 2 “7s” and you draw another
“7.” You now have 2 sets of 3, and you may lay them down. In
the next hand, you will be working on Phase 2.
• You must have the whole Phase in hand before laying it down.
• You may lay down more than the minimum requirements of a
Phase, but only if the additional cards can be directly added to
the cards already in the Phase.
EXAMPLES: You lay down 3 “5s” and 3 “7s” to make Phase 1.
You have two more “5s” in hand and can immediately lay them
down with the 3 ”5s,” all in the same turn. Another player making
Phase 1 lays down 3 “6s” and 3 “8s.”
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 “1” through “12,” four blue “Skip” cards, and eight
“Wild” 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 firsthand, 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:
1. 2 sets of 3
2. 1 set of 3 + 1 run of 4
3. 1 set of 4 + 1 run of 4
4. 1 run of 7
5. 1 run of 8
6. 1 run of 9
7. 2 sets of 4
8. 7 cards of 1 color
9. 1 set of 5 + 1 set of 2
10. 1 set of 5 + 1 set of 3
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 “7s” and three “10s.” The two sets could also be the same
number, e.g., three “10s” and three more “10s.” 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 “3,” “4,” “5,” “6.” The cards may be in any combination of
The player also has 3 “10s” in hand, but cannot lay them down
because Phase 1 requires exactly 2 sets. Thus, the player can
only add more “6s” and “8s” to the Phase made of “6s” and “8s.”
• Only one Phase can be made per hand.
• If you successfully make a Phase, then you try to make the
next Phase in the next hand. If you fail to make a Phase, you
must try to make the same Phase again in the next hand. As a
result, players may not all be working on the same Phase in
the same hand.
• Phases must be made IN ORDER, from 1 to 10. For example,
a player trying to make Phase 4 (1 run of 7) lays down a run of
9 cards. This qualifies as 1 run of 7 for Phase 4, but cannot be
used as credit for either Phase 5 (1 run of 8) or Phase 6 (1 run
of 9).
• You receive credit for making a Phase as soon as you lay it
down. You do not need to win the hand in order to receive
credit for the Phase. Several players will often complete a
Phase in the same hand.
HITTING: Hitting is the way to get rid of leftover cards after
making a Phase. You make a hit by putting a card directly on a
Phase already laid down. The card must properly fit with the
cards already down. EXAMPLES: You may add one or more “4s”
to a player’s existing set of “4s.” You may add a “2” to a player’s
existing run of “3”, “4”, “5”, “6”. You may also add a “7” and an “8”
to this run, if you have them. You may add one or more green
cards to a player’s seven green cards in Phase 8. You may also
add a “Wild” card of any color to any of these card situations.
Before you can make a hit, your own Phase must already be laid
down. You may hit only during your turn. You may hit your own
cards, another player’s cards, or both.
GOING OUT / FINISHING A HAND: After laying down a Phase,
players try to “go out” as soon as possible. To go out, you must
get rid of all of your cards, by discarding or hitting on an existing
Phase. The player to go out first wins the hand. The winner of
the hand, and any other players who also complete their Phase,
will advance to the next Phase for the next hand. Players total
the cards left in their hands. (The fewer cards left in your hand,
the better!) All the cards are then shuffled and a new hand
begins. (Remember, if you did not complete the Phase before
another player went out, you must work on the same Phase
again in the next hand.)
SCORING: You will need paper and pencil to keep a running
total for each player. The winner of the hand scores zero. All
remaining players score points against them, for cards still in
their hands, as follow:
5 points for each card numbered 1-9
10 points for each card numbered 10-12
15 points for each “Skip” card
25 points for each “Wild” card
Only the cards in a player‘s hand are scored, not cards already
laid down. After the scores are recorded, the player to the left of
the dealer becomes the new dealer. All cards are gathered and
shuffled, and a new hand is dealt.
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.
1.The players play 10 hands. All players advance to the next
Phase each time, whether they complete the current Phase or
not. Thus, in hand one players try for Phase 1, then in hand
two they all try for Phase 2, etc. After ten hands, the player with
the lowest total score is the winner.
2.Players decide how many Phases must be completed in order
to win (e.g., 5 Phases or 7 Phases). The number of Phases to
be completed must be decided before play starts. All other
rules remain the same. This variation allows for a shorter
3.Players decide to play only the even Phases (2, 4, 6, 8, 10)
instead of all the Phases. All other rules remain the same.
©2002 Fundex Games, Ltd.
P.O. Box 421309 • Indianapolis, IN 46242
Questions or comments?
Write to us at the address above,
call 1.800.486.9787
or email [email protected]
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