Fundex Games Phase 10 Masters Edition in Tin User manual

Fundex Games Phase 10 Masters Edition in Tin User manual
INSTRUCTIONS
PLAYERS: 2-4
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.
PHASES & PHASE CARDS: There are Ten Phases. Each
phase is described on the “Phase Cards”. Each player starts
the game with ten “Phase Cards”, one for each of the ten
phases.
EQUIPMENT: Phase 10 Masters Edition deck consisting of:
40 “Phase” cards, and 24 each of red, yellow, green and
blue cards numbered “1” through “12”, and two “Skip” cards,
and eight “Wild” cards.
(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
GAME SETUP: Each player is given 10 “Phase” cards, 1
each of all ten phases.
(6) 1 Run of 9
(7) 2 Sets of 4
(8) 7 Cards of one Color
(9) 1 Set of 5 & 1 Set of 2
(10) 1 Set of 5 & 1 Set of 3
Players will try to complete the phase on the “Phase Card”
in their “Active” position. Each player may attempt only one
“Phase Card” during the play of a hand. Phases are made
of sets, runs, cards all of one color, or a combination of sets
and runs.
PLAY AREA: Example “Play Area” Setup
EXAMPLES:
SETS: A set is made of two or more cards with the same
number showing on their Face.
Example: Phase 1 consists of 2 sets of 3, which could be
3 “7s” and 3 “10s”. The cards can be in any combination of
colors.
BEFORE PLAY: One player is chosen to be the dealer, who
shuffles the deck and deals each player a hand of 10 cards.
Players hold their cards in hand, so that the other players
cannot see them. The remaining deck is placed face down in
the center of the play area, to become the draw pile. The top
card of the draw pile is turned over and placed face-up next
to the draw pile, to become the discard pile.
RUNS: A run is made of four or more cards numbered in
order.
Example: Part of phase two requires a run of 4, which could
be “3”, “4”, “5”, “6”. The cards can be in any combination of
colors.
ALL ONE COLOR: The cards are all the same color.
PLAY: Play begins with the player to the left of the dealer
playing first. Play continues in a clockwise direction. In turn
each player examines their hand and “Phase Cards” and
determines which phase he/she will attempt to complete.
The player then announces which phase that player will
attempt by placing the appropriate “Phase Card” in the
“Active” position in the play area. Once all players have
placed a “Phase Card” in their “Active” area, play begins.
Example: Phase 8 requires 7cards of one color, which could
be 7 red cards or 7 green cards, etc.
WILD CARDS: A “Wild” card may be used in place of a
number card in order to complete a phase. A “Wild” card also
may be used as any color, to complete Phase 8.
Examples: A player wants to make a run of 4, but only has
cards “6”, “7”, and “9”. The player uses a “wild” card as an
“8” to complete the run. Or, a player has 6 green cards, and
uses a “Wild” card as a green card, to complete Phase 8.
In turn, a player draws one card - either the top card from
the draw pile or the top card from the discard pile or one of
their “Saved” cards - and adds it to the player’s hand. The
player ends the turn by discarding one card of choice onto
the discard pile or adding it to their “Save” pile.
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INSTRUCTIONS
NOTE: More than one “Wild” card may be used in completing
a Phase. Once a “Wild” card has been played as a certain
card 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.
the phase in a hand, the player must remove the “Phase”
card from their “Active” area and place it in their “Phase
Pile”.
A player receives credit for making a Phase as soon as the
player lays down that Phase. The player does not need to
win the hand in order to receive credit for the completed
Phase. Several players will often complete a Phase in the
same hand. Once a player completes a Phase, the player
will move the “Phase” card to their “Completed Pile”.
SKIP CARDS: When played, a “Skip” card causes another
player to lose their next turn. The player laying the “Skip”
card down chooses the player who loses their turn. When
a player draws a “Skip” card, the player 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. If
a player uses a “Skip” card against another player, no other
player can use another “Skip” card against that player until
that player’s turn has been skipped. If the dealer starts the
discard pile with a “Skip” card, the first player’s first turn is
automatically skipped.
“SAVING” CARDS & “SAVE PILE”: A Player may save a
card any time during the game by taking a card from their
hand and placing it face down onto the table in the area for
their “Save Pile”. When a player “Saves” a card it counts as
their discard for that turn, so their turn is over. When “Saving”
a card, the player must announce this by saying “SAVE”,
then the player should place the card in their “Save Pile”.
Players are allowed to “Save” only 1 card per hand. Players
are allowed to look at their own “Saved” cards at any time
but they can not look at another player’s “Saved” cards.
MAKING (COMPLETING) A PHASE: If, during the turn, a
player makes (completes) the phase on their active “Phase
Card” with the cards in hand, the player may lay it down,
face up on the table in front of them. For example, the player
is trying to make Phase1 and has 3 “5’s” and 2 “7’s”, and
draws a “7”. The player now has 2 sets of 3 and may lay
them down.
The advantage of “Saving” cards is that players may use
them later. A player may use a “Save” card in this way: When
it is the players turn, instead of drawing from the “Draw” or
“Discard” piles, the player draws 1 card of their choice from
their “Save” pile. A player may only draw 1 card per turn
from their “Save Pile”. The Player must announce that they
are drawing a “Saved” card by saying, “I’m drawing a Saved
card”. The player’s turn would continue as normal, ending
with their discard.
NOTE: A player may never lay down part of a phase, but
must have the whole phase in hand before laying it down.
A player 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.
NOTE: No player may “Save” their “Going Out” discard.
Examples: A player making Phase 1 lays down 3 “5’s”
and 3 “7’s”. The player has 2 more “5’s” in hand and can
immediately lay them down with the 3 “5’s”, all in the same
turn. Another player making Phase 1 lays down 3 “6’s” and
3 “8’s”. The players also has 3”10’s” in hand, but cannot lay
them down because Phase 1 requires exactly 2 sets. You
may add more cards to a Set but not more Sets to the phase.
Thus, the player can only add more “6’s” and “8’s” to their
Phase made up of “6’s” and “8’s”.
HITTING: Hitting is the way to get rid of leftover cards in the
hand after making a Phase. A player makes a hit by laying
down a card directly on any Phase already laid down. The
card must properly fit in with the cards already down.
Example: A player may add one or more “4’s” to a player’s
existing set of “4’s”. A player may add a “2” to a player’s
existing run of “3”, “4”, “5”, “6” - the player may also add a “7”,
and an “8” to this run, if the player has them. A player may
add one or more green cards to a player’s 7 green cards in
Phase 8. A player may add a “Wild” card of any color to any
of these examples.
Only one Phase can be made (completed) per hand. If a
player successfully makes a Phase in a hand, then the
player will wait until that hand is finished before choosing a
Phase to attempt for the Next hand. If a player fails to make
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INSTRUCTIONS
Before a player can make a “Hit”, the player’s own Phase
must already be laid down. A player may hit only during the
player’s turn. A player may “Hit” their own laid down Phase
or that of any other player or both in the same turn.
Only cards in hand are scored, not cards already laid down.
After scores are recorded, the player to the left of the last
dealer becomes the new dealer. All cards, excluding any
“Saved” card, are gathered and shuffled, and a new hand
is dealt.
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 laid down Phase. The Player “Going
Out” first wins the hand. The winner of the hand, and any
other players who also completed their Phase, will move the
“Phase Card” form their “Active” area to their “Completed
Pile”. Those players not completing their Phase, must place
their “Phase Card” onto their “Phase Pile”, to be attempted
again. However, the player is not required to try it again on
the next hand, but may choose any “Phase Card” in their
“Phase Pile”.
THE WINNER: When, at the end of a hand, a player has
completed all 10 Phases and has no more “Phase Cards” in
their “Phase Pile”, that player is declared the winner. If two
or more players complete all 10 Phases in the same hand,
then the player with the fewest total points against them is
the winner.
A game of Phase 10 Masters Edition lasts about 60-90
minutes.
SCORING: Paper and pencil are needed for scoring, and a
running total for each player is kept. The winner of the hand
scores zero. All other players score points against them, for
cards still in hand, as follows:
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
©1982 Kenneth Johnson
©2001 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] • www.fundexgames.com • MADE IN CHINA
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