A game of Phase 10 on a wooden kitchen table: a set of three 7s in red, blue and green and a run of 3, 4, 5 and 6 laid down together, which makes Phase 2, next to a face-down draw pile, a discard pile showing a yellow 12, a score pad, a pencil and a mug of tea
A set of three 7s and a run of 3-4-5-6: that is Phase 2 down on the table.

Phase 10 is a rummy-style card game in which every player works through the same ten combinations, called Phases, in order. You have to lay down your current Phase before you can move on to the next one, and the first player to complete Phase 10 wins. Kenneth Johnson created it in 1982, basing it on contract rummy, and Mattel bought the rights in 2010. In 2024 it was inducted into the National Toy Hall of Fame. This guide covers the Phase 10 rules in full: the ten Phases, the deal, Wild and Skip cards, hitting, going out, scoring, the official variations and how to play with ordinary cards.

Phase 10 Rules at a Glance

Phase 10
PlayersTwo to six, ages 7 and up.
Cards108 playing cards: 96 numbered cards (1 to 12 twice in red, blue, green and yellow), 8 Wild cards and 4 Skip cards. The box adds 2 reference cards that list the Phases.
Deal10 cards to each player.
Each turnDraw one card, lay down your Phase if you can, hit on Phases already down, then discard one card.
End of a roundA player goes out by getting rid of every card in their hand.
ScoringCards left in your hand count against you. Low score is best.
WinningThe first player to complete Phase 10.

The 10 Phases

PhaseWhat you needExample
12 sets of 37-7-7 and 10-10-10
21 set of 3 + 1 run of 49-9-9 and 3-4-5-6
31 set of 4 + 1 run of 42-2-2-2 and 8-9-10-11
41 run of 72-3-4-5-6-7-8
51 run of 84 to 11
61 run of 91 to 9
72 sets of 45-5-5-5 and 11-11-11-11
87 cards of 1 colourAny seven green cards
91 set of 5 + 1 set of 26-6-6-6-6 and 12-12
101 set of 5 + 1 set of 33-3-3-3-3 and 9-9-9
  • Set: cards with the same number, in any mix of colours. Both sets can even be the same number, such as three 10s and three more 10s.
  • Run: numbers in a row, such as 3-4-5-6, in any mix of colours. Runs stop at 1 and 12; they do not wrap around.
  • One colour: cards of a single colour in any numbers.

You must make the Phases in order, only one per round, and you must hold the whole Phase in your hand before you lay it down.

The ten Phase 10 phases with an example of each: 1, two sets of three (7s and 10s); 2, a set of three and a run of four (three 9s and 3-4-5-6); 3, a set of four and a run of four; 4, a run of seven; 5, a run of eight using a Wild card; 6, a run of nine; 7, two sets of four; 8, seven cards of one colour; 9, a set of five and a set of two; 10, a set of five and a set of three
One way to make each Phase. A Wild card (W) can fill any gap.

How to Play Phase 10

  1. Deal. Pick a dealer, who places the two reference cards where everyone can see them and deals 10 cards face down to each player. The rest of the pack goes face down as the draw pile, and its top card is turned over to start the discard pile.
  2. Draw. The player to the dealer’s left goes first and play moves clockwise. On your turn, take the top card of the draw pile or the top card of the discard pile.
  3. Lay down your Phase. If your cards now make your Phase, put it face up on the table. In the first round everyone is trying for Phase 1.
  4. Hit. Once your Phase is down, you can play extra cards on any Phase already on the table (see below).
  5. Discard. End your turn by putting one card face up on the discard pile.
  6. Next round. When someone goes out, the round ends. Everyone who laid down their Phase moves on to the next one. Anyone who did not tries the same Phase again, so players can be on different Phases.

Wild Cards and Skip Cards

Wild cards can stand in for any number or any colour. With a 3, 4 and 6, a Wild can be the 5 that makes a run of four; with six green cards, a Wild can be the seventh for Phase 8. You can use as many Wilds as you like in a Phase as long as it includes at least one numbered card, and a Wild stays where it was played for the rest of the round. If the first card of the discard pile is a Wild, the first player may pick it up.

Skip cards make another player lose their next turn. Discard the Skip and choose who misses a go. Playing a Skip counts as your discard and ends your turn. A Skip can never be used in a Phase or picked up from the discard pile, and you cannot skip the same player two turns in a row. If the dealer turns up a Skip to start the discard pile, the first player loses their first turn.

Hitting and Going Out

After your Phase is down, you can hit: add cards from your hand to any Phase on the table, yours or another player’s, as long as they fit. You can add a 4 to a set of 4s, a 2 or a 7 to a run of 3-4-5-6, a green card to seven greens, or a Wild to any of them. You may hit only on your own turn, but you can play as many cards as you like.

You go out by getting rid of every card in your hand, by hitting, by discarding your last card, or both. The first player out wins the round and ends it for everyone.

Phase 10 Scoring

Card left in your handPoints against you
1 to 95 each
10, 11 and 1210 each
Skip15
Wild25

The player who went out scores 0. Everyone else adds up the cards still in their hand; cards on the table do not count. Keep a running total for each player on paper, and pass the deal to the left after each round.

The first player to complete Phase 10 wins. If two or more players finish Phase 10 in the same round, the one with the fewest total points wins. If that is tied too, the tied players replay Phase 10 and the first one out wins.

Chart of how often a 10-card Phase 10 deal already holds each Phase: Phase 1 18%, Phase 2 30%, Phase 3 5%, Phase 4 16%, Phase 5 6%, Phase 6 2%, Phase 7 0.3%, Phase 8 3%, Phase 9 3%, Phase 10 0.3%; and a scoring example where a 2, an 11, a Skip and a Wild left in hand cost 5 + 10 + 15 + 25 = 55 points
Phase 2 is dealt complete more often than Phase 1, and Phases 7 and 10 almost never are.

Phase 10 Odds

How often the 10 cards you are dealt already make each Phase:

PhaseChance in the deal
118%
230%
35%
416%
56%
62%
70.3%
83%
93%
100.3%
  • Phase 2 is easier to be dealt than Phase 1 (30% against 18%), and the run of seven in Phase 4 (16%) turns up far more often than Phase 3 (5%).
  • The sets of four and five are the hard ones. Phases 7 and 10 come ready-made in about one deal in 300.
  • Wild cards: 55% of hands are dealt at least one.

The figures come from 800,000 random deals of the 108 playing cards.

Phase 10 Variations

VariationWhat changes
Ten roundsEveryone moves on to the next Phase every round, whether they made it or not. After ten rounds, the lowest score wins.
Shorter gameAgree before you start to play only five or seven Phases. Everything else stays the same.
Masters EditionA separate version of the game. Each player chooses which of their remaining Phases to try in each round, and once per round can put a card in a private “save” pile instead of the discard pile. Saved cards carry over between rounds and can be taken back at the start of a turn instead of drawing.

Phase 10 With Regular Cards

Two standard packs of cards with their two Jokers each make a full Phase 10 pack. Aces are 1, cards 2 to 10 count their number, Jacks are 11 and Queens 12; the eight Kings are the Wild cards and the four Jokers are the Skips. The suits stand in for the four colours, so Phase 8 becomes seven cards of one suit. That gives the same 96 numbered cards, 8 Wilds and 4 Skips, and the scoring is unchanged.

Phase 10 Strategy

  • Watch the discard pile. What other players pick up and throw away shows what they need.
  • Keep the middle numbers for runs. A 1 or a 12 fits only at the end of a run, while a 6 fits into many more.
  • Use Wilds when they finish a Phase. A Wild still in your hand when someone goes out costs 25 points.
  • Get rid of 10s, 11s and 12s. They cost twice as much as low cards if you are caught with them.
  • Aim your Skips. Skip the player closest to going out, or the one furthest ahead on Phases.

More Rummy Games

Phase 10 is one of the rummy family covered in the rummy rules guide, which also explains Contract Rummy, the game it grew from. If you like scoring as you meld, try Rummy 500; for two players, Gin Rummy. For another family game where you race to empty your hand, see Crazy Eights.

Another Mattel family favourite: Skip-Bo, where you build from 1 to 12 to empty your stock pile.

Another rummy game that changes every round: Five Crowns, where the wild card moves up one rank each round.

The game it grew from: Shanghai and Contract Rummy, seven rounds with a new contract of books and runs each time.

Phase 10: frequently asked questions

How many cards do you deal in Phase 10?

Each player is dealt 10 cards. The rest of the pack becomes the draw pile, and its top card is turned over to start the discard pile.

How many cards are in a Phase 10 deck?

There are 108 playing cards: 96 numbered cards (1 to 12 twice in each of four colours), 8 Wild cards and 4 Skip cards. The box also holds 2 reference cards that list the Phases, making 110 in all.

What are the 10 Phases in Phase 10?

1: 2 sets of 3. 2: 1 set of 3 and 1 run of 4. 3: 1 set of 4 and 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 colour. 9: 1 set of 5 and 1 set of 2. 10: 1 set of 5 and 1 set of 3.

How does scoring work in Phase 10?

The player who goes out scores 0. Everyone else scores 5 points for each card from 1 to 9 left in their hand, 10 for each 10, 11 or 12, 15 for a Skip and 25 for a Wild. The lowest total is best.

Can you pick up a Skip card in Phase 10?

No. A Skip card can never be taken from the discard pile, and it can never be used as part of a Phase.

How many Wild cards can you use in a Phase?

As many as you like, as long as the Phase includes at least one numbered card. Once a Wild has been played it stays in that Phase for the rest of the round.

Can you hit before laying down your Phase?

No. Your own Phase must already be on the table before you can add cards to any Phase, and you can only hit on your own turn.

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

The player with the fewest total points wins. If their points are tied, those players replay Phase 10 and the first one to go out wins.

Fadi Hayek
Author & Casino Expert

After going through several successful experiences with several industry pioneers, Fadi Hayek has managed to excel in the world of content for online gaming by providing unique content for several projects that allowed him to obtain the necessary experience to launch his career. Last but not least, Fadi also holds several certificates, including but not limited to content marketing and iGaming.

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