Fundex Games Games Phase 10 Deluxe User Manual

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INSTRUCTIONS  
AGE  
AGE  
Famille  
Family  
2+  
+
8
JOUEURS  
PLAYERS  
© 1982 Kenneth Johnson  
© 2002 Fundex Games, Ltd.  
All Rights Reserved  
Phase 10 is a registered trademark of Kenneth Johnson.  
 
PLAYERS: 2-6  
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.  
DEFINITIONS  
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  
colors.  
 
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.  
VARIATIONS  
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  
version.  
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]  
MADE IN USA WITH COMPONENTS MADE IN CHINA  
 
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