How to play

How to play Phase 10

Phase 10 is a rummy-style game from Mattel built around ten “phases”—specific combinations of sets, runs, and colors. Everyone works through the same phases in order, but you only move on once you complete your current one, so the lead can swing wildly.

Players
2–6 players
Time
45–90 min
Cards
Specialty deck
Difficulty
Learn in 5 minutes

What you need

A Phase 10 deck: 96 number cards (1 to 12, two of each in four colors), 8 Wild cards, and 4 Skip cards. Two to six players, plus pen and paper for scores.

Object of the game

Be the first to complete all ten phases. If two players finish Phase 10 in the same hand, the lower score wins.

Setup and deal

  1. 1Shuffle and deal ten cards to each player.
  2. 2Place the rest face down as the draw pile and turn the top card face up to start the discard pile.
  3. 3Everyone starts on Phase 1.

How to play

  1. 1The ten phases are: 1) two sets of 3; 2) one set of 3 and one run of 4; 3) one set of 4 and one run of 4; 4) one run of 7; 5) one run of 8; 6) one run of 9; 7) two sets of 4; 8) seven cards of one color; 9) one set of 5 and one set of 2; 10) one set of 5 and one set of 3.
  2. 2On your turn, draw the top card of the draw pile or the discard pile, then end by discarding one card.
  3. 3When you hold every card your phase needs, lay it face up in front of you before discarding. You may complete only one phase per hand.
  4. 4Once your phase is down, on later turns you may “hit”: add single cards to any laid-down phase—yours or another player’s—as long as they fit.
  5. 5A Wild can stand in for any number or color. A Skip, when discarded, makes a chosen player lose their next turn.

How the game ends

  • A hand ends when one player gets rid of all their cards. Everyone who completed their phase moves on to the next one; the rest try the same phase again.
  • Players score penalty points for cards still in hand: 5 for each 1–9, 10 for each 10–12, 15 for a Skip, and 25 for a Wild.
  • The game ends after the hand in which someone completes Phase 10.

Common variations

  • Players may agree to do the phases in any order, tracking which ones they have finished.
  • Short game: play only the even- or odd-numbered phases.
  • Phase 10 Masters edition adds “save” cards that let you keep part of your hand between rounds.

Tips for your first game

  • Hold Wilds for the hard phases—runs of 8 and 9 and the color phase.
  • Watch what others pick up from the discard pile, and avoid feeding the numbers they need.
  • Once you are down, shed high cards first so a sudden finish costs you less.

Phase 10 FAQ

Can you complete more than one phase in a hand?

No. You can lay down only your current phase each hand, then hit with leftover cards.

Can you use a Skip card in a phase?

No. Skips are only played by discarding them; Wilds are the cards that fill gaps in a phase.

What does a run mean in Phase 10?

Numbers in a row, such as 3-4-5-6, in any mix of colors.

Phase 10 appears on these lists

If you like Phase 10, try…

  • Gin Rummy

    2 players · 20–40 min

    Draw and discard to form sets and runs while keeping unmatched card values low.

  • Rummy

    2–6 players · 20–45 min

    Draw and discard to arrange your cards into valid sets and runs.

  • Go Fish

    2–6 players · 10–20 min

    Ask other players for a rank you hold and collect books of four; the classic first card game for kids.

  • Sushi Go!

    2–5 players · 15–20 min

    Draft one card at a time to assemble valuable sushi combinations before hands pass on.

  • Canasta

    2–6 players · 60–120 min

    Partners collect melds, especially seven-card canastas, across a long-form rummy game.

  • Five Crowns

    1–7 players · 45–60 min

    Make books and runs across eleven rounds as the hand size and wild rank change.