How to Pass Level 8 in Multipling in 10 Is Again

Bill of fare game

Phase 10
Phase 10.jpg

Cards used in Phase ten (original version with colored Wild and Skip cards)

Designers Kenneth Johnson
Publishers Mattel
Players Ii to six
Setup time < one min
Playing time > iii min per mitt (45-ninety mins, six players )
Random run a risk Loftier
Skills required Saving of import cards; knowing when to put down those cards; matching, ordering

Stage x is a card game created in 1982 by Kenneth Johnson and sold by Mattel, which purchased the rights from Fundex Games in 2010.[1] Phase 10 is based on a variant of rummy known as contract rummy. It requires a special deck or two regular decks of cards; it can exist played past two to six people. The game is named after the ten phases (or melds) that a histrion must advance through in society to win. Phase ten was Fundex'due south all-time selling product, selling over 62,600,000 units as of 2016, making it the 2nd best-selling commercial card game behind Mattel's Uno.[2] In Dec 2010, Fundex sold its license rights to Phase x to Mattel.

Objective [edit]

The object of the game is to exist the outset person to complete all ten phases. In the case of two players completing the terminal phase in the same hand, the histrion who completed the last stage with the everyman overall score is the winner. If those scores also happen to be tied, a tiebreaker round is played where the tying players endeavour to complete stage ten (or in variants, the terminal phase each thespian had tried to complete in the previous round).

For each hand, each player'south object is to complete and lay downwards the current phase, and and so rid their hand of remaining cards past discarding them on laid-down Phases, called "hit". The player who does this first wins the mitt and scores no penalty; all other players are assessed punishment points according to the value of cards remaining in their paw.

There are 1 hundred and eight cards in a deck:

  • ninety-six numbered cards: two of each value from i through twelve, in each of 4 colors. Therefore, in that location are 24 cards of each colour and viii of each value.
  • eight Wild cards;
  • four Skip cards;

With ii regular decks of cards, the suits tin can represent the four unlike colors, kings can represent the wild cards, and jokers can represent the skip cards.

Phases [edit]

A stage is a combination of cards. Phases are normally composed of sets (multiple cards of the same value), runs (multiple cards in consecutive ascending order), cards of one color, or a combination of these. As the name suggests, in that location are ten phases:

Original and Chief'south Edition Phases:

  • Stage 1: two sets of 3
  • Stage 2: 1 set of three + ane run of four
  • Phase three: one set of 4 + 1 run of 4
  • Phase four: i run of seven
  • Phase 5: i run of 8
  • Stage six: 1 run of 9
  • Phase vii: 2 sets of 4
  • Phase 8: vii cards of one color
  • Phase 9: 1 set of 5 + one set up of 2
  • Phase ten: 1 set of 5 + 1 set of three

Phase 10 Twist Phases:

  • Phase ane: 3 sets of three
  • Phase 2: 4 sets of two
  • Stage 3: one set of v + ane run of 4
  • Stage 4: two sets of 3 + 1 run of 3
  • Stage v: 1 set of iii + i run of vi
  • Phase 6: 2 runs of 4
  • Stage 7: i run of 4 + 4 cards of i color
  • Phase 8: one run of 5 of one color
  • Phase 9: 8 cards of one color
  • Phase 10: 9 cards of one color

Definitions [edit]

  • Fix: A set is fabricated of ii or more cards with the aforementioned number and any colour.
  • Run: A run (similar to a direct) is made of three or more cards numbered in lodge, in any colour. Runs can go from i to twelve.
  • Color: Phase eight of the original and Chief's Edition, and several phases of Phase ten Twist, crave the thespian to collect cards that are all the same colour (or conform, if using ordinary playing cards). Runs do not have to exist all one color (as in many standard-deck Rummy variants). Wilds, despite having a printed colour in sure editions, can be used to correspond any color, and Skips, despite beingness bluish in sure editions, cannot be used to consummate this (or whatsoever) Phase.
  • Even or Odd: An fifty-fifty or odd is fabricated of two or more cards that are either even (2,four,half-dozen,eight,10,12), or odd (1,3,v,7,9,11).

How to play [edit]

One histrion is called to be the dealer (alternately, the bargain can rotate to the left later on each hand). 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. The remaining deck is placed face-down in the center of the play area to become the describe pile. A wild carte du jour turned up goes to the adjacent player. The dealer so turns the top menu of the draw pile over and places it adjacent to the describe pile, to become the discard pile. During the first manus, all players effort to consummate Stage 1. Play consists of;

  • 1. Drawing a carte from either the describe pile or the discard pile
  • 2. Laying down their completed electric current stage (if possible)
  • 3. Hitting on other players phases once they accept laid down their own phase. (on the same hand)
  • 4. Placing i card on the discard pile.

Completing phases [edit]

  • Phases must exist made in guild, from 1 to 10.
  • A player must have the whole Phase in paw before laying it down.
  • A player may lay down more than the minimum requirements of a Stage, just only if the additional cards can be directly added to the cards already in the Phase. For instance, if a Phase requires a ready of iii just the player has four of that menu, the histrion may lay down all 4 cards when completing the Stage.
  • Just one Phase may exist made per hand. For instance, a player who must make a run of 7 cards (Phase 4) cannot consummate the next two Phases in the same mitt past laying down a run of 9.
  • If a player successfully makes a Stage, and then they endeavor to make the next Phase in the next paw. If they fail to make a Phase, they must attempt to make the same Phase over again in the adjacent hand. As a result, players may non all be working on the aforementioned Stage in the same hand.
  • Players receive credit for making a Stage as soon as it is laid down. A histrion does not demand to win the manus in order to receive credit for the Phase. Several players will oftentimes complete their Phase in the aforementioned manus.

Hit [edit]

Hitting is the manner to get rid of leftover cards after making a Phase. A hit is made by putting a menu directly on a Stage already laid down. The cards must properly fit with the cards already downwardly. Before a player can make a hit, their own Phase must already be laid downward. A thespian may merely hit during their turn. A player may striking any combination of their own Phase and other role player's Phases, and may hit with as many cards as tin be played from the actor'southward paw on a single plough. Players are not allowed to replace a wild carte in a Phase with the menu from their mitt matching the card the Wild stands for. Replacing Wild Cards is a possible Variant Rule.

Going out / finishing a mitt [edit]

Later laying down a Stage, players endeavor to "go out" every bit soon as possible. To exit, a player must get rid of all of their cards by striking and discarding. Whatsoever players who completed their Stage, volition advance to the next Stage for the next hand, while any actor not able to consummate their Phase remain on that same Phase for the next manus. Players count up the full value of cards left in their easily (the fewer cards left in their hand, the ameliorate) and score them as follows;

  • five points(five) for each card with value ane-nine
  • 10 points(10) for each card with value 10-12
  • fifteen points(15) for a Skip
  • 20-five points(25) for a Wild

Each player's score for the hand is added to that player'south running full (players who did not complete their Phase cannot accept a score of less than 50 for the mitt and often have far more with the inclusion of actress points for big values and wilds; this is known every bit being "gear up" similar to Hearts or Spades), the deal rotates to the left, all the cards are shuffled and a new hand begins. Over again, if a player did not consummate their Stage before another actor went out, they must work on the same Phase in the next hand.

Winning [edit]

If only one player is attempting Stage number 10 on the paw and they complete the Phase, they become the winner and the game ends immediately. If 2 or more players complete Stage 10 in the aforementioned hand, then the player who has completed phase ten and has the lowest full points is the winner. In the event of a tie, the players that tied replay Phase number x and the beginning player to complete their phase and discard all their cards wins.

Variations [edit]

Official Variation Phase Sets [edit]

Utah Rules:

If someone has gone downwardly and used a wild in their stage, if you accept gone down you may supplant their wild with the card information technology is placeholding for and movement the wild to the left or right


Stage 10 Island Paradise:

  • Phase 1: one run of 7
  • Phase 2: one set of two + 2 sets of 3
  • Phase 3: one run of 6 + 1 ready of 2
  • Stage iv: three sets of 2 + one set of 3
  • Phase five: i set of three + 1 run of 6
  • Phase 6: two runs of 4
  • Phase vii: 3 cards of 1 colour + 1 set of 4
  • Phase 8: eight cards of one colour
  • Stage 9: 4 cards of one color + 1 set of 5
  • Stage 10: 9 cards of one colour

Phase 10 Cocoa Canyon:

  • Stage 1: six cards of one colour
  • Phase two: 7 cards of one color
  • Phase 3: 4 cards of 1 color + 5 cards of 1 color
  • Phase four: ii sets of 3
  • Stage v: i run of 8
  • Phase 6: 1 run of nine
  • Phase vii: one set of 4 + ane run of 4
  • Phase eight: 10 cards of even or odd
  • Stage 9: 1 gear up of iv + one run of 6
  • Stage 10: ane ready of v + i run of 4

Phase 10 Disco Fever:

  • Phase 1: 1 even or odd of 8
  • Phase 2: 1 fifty-fifty or odd of 9
  • Phase 3: ane colour run of 3 + 2 sets of 2
  • Stage 4: 7 of one color
  • Stage 5: 1 colour run of 5 + 2 sets of ii
  • Phase vi: 1 color even or odd of three + 1 color even or odd of iv
  • Phase 7: 1 colour run of 4 + 1 set of iv
  • Phase 8: 1 color run of 4 + 3 sets of 2
  • Phase 9: 1 run of iii + ii sets of 3
  • Stage 10: one run of 3 + 1 set of 4 + 1 set of 3

Stage 10 Cupcake Lounge:

  • Stage one: 3 of 1 colour + 3 of one colour + iv of ane colour
  • Phase ii: 1 color run of three + two sets of 2
  • Phase 3: 7 of i color
  • Phase 4: 2 sets of three
  • Phase 5: 1 set of 4 + 1 set up of 2
  • Phase six: 1 set up of five
  • Stage 7: 2 color even or odd of iv
  • Stage eight: 1 run of 9
  • Phase 9: 1 colour run of 5 + ii sets of two
  • Phase 10: one color run of 6 + 1 set of 2

Phase 10 Candy Castle / Mount Vista:

  • Phase 1: 1 run of 3 + 3 sets of ii
  • Stage 2: 1 run of eight
  • Phase iii: i run of ix
  • Phase 4: ane color run of 3 + one set of iii
  • Phase 5: 1 gear up of two + ii sets of 3
  • Phase 6: 1 fix of 2 + ane set of 3 + 1 ready of 4
  • Phase 7: 4 of one color + six of i color
  • Phase viii: five of one color + five of one color
  • Phase ix: 1 run of 5 + 1 set of iii + 1 fix of ii
  • Stage x: 1 run of iii + one set of 4 + one set of 3

Stage ten Prehistoric Valley:

  • Phase 1: 1 even or odd of 9
  • Stage 2: one fifty-fifty or odd of 10
  • Stage 3: one run of eight
  • Phase 4: ane run of 10
  • Phase 5: two sets of 3
  • Phase vi: 2 sets of 4
  • Phase 7: 1 color run of 4
  • Phase viii: 1 color run of 3 + 3 of one color
  • Phase 9: 1 set of three + i run of 4
  • Phase x: one set of 4 + i run of six

Phase 10 Moonlight Drive-In:

  • Stage 1: 1 ready of 4 + one set of ii
  • Stage 2: ii sets of three
  • Stage 3: one run of 7
  • Phase 4: 1 run of 8
  • Stage five: 1 set of 2 + two sets of 3
  • Phase 6: 1 fix of 5
  • Phase seven: i run of 9
  • Stage eight: 1 run of 6 + 2 sets of ii
  • Phase nine: 1 run of 8 + one set of 2
  • Phase 10: 1 set of 4 + 1 run of six

Phase ten Ancient Greece:

  • Stage 1: one set of 2 + 1 run of 6
  • Phase 2: 1 even or odd of 9
  • Phase 3: 1 even or odd of 10
  • Phase 4: 1 color run of 3 + 1 set of three
  • Phase 5: ane gear up of 3 + one run of 5
  • Phase six: ane gear up of five + 1 run of iv
  • Phase 7: ane color run of 5
  • Stage 8: one color even or odd of 3 + 1 color even or odd of 5
  • Phase 9: five sets of two
  • Phase 10: two sets of 3 + 2 sets of 2

Phase 10 Jazz Club:

  • Stage 1: one even or odd of 8
  • Stage ii: 1 color run of three + 1 prepare of 3
  • Phase 3: 1 even or odd of 9
  • Stage 4: 1 color run of iv
  • Phase five: i fifty-fifty or odd of x
  • Phase half dozen: 1 color run of 5
  • Phase 7: 1 color even or odd of 5
  • Stage viii: 1 color run of five + ane set of 2
  • Stage 9: 1 colour even or odd of six
  • Stage x: 1 color run of 5 + iii of one color

Phase x Vintage Gas Station:

  • Phase ane: i set of 3 + 1 run of 5
  • Phase 2: ane run of iv + ane set of 3 + 1 ready of two
  • Phase 3: ane run of 3 + ane set of three + 2 sets of 2
  • Phase iv: 1 colour run of four
  • Phase five: 1 color run of 4 + 1 ready of two
  • Phase 6: 1 colour run of 4 + 2 sets of 2
  • Phase 7: ane prepare of 5 + 1 run of 4
  • Phase eight: 1 color even or odd of 5
  • Stage ix: 1 color even or odd of vi
  • Stage x: 1 color run of iii + three of one color + 1 set of 2

Stage 10 Body of water Reef:

  • Phase ane: i run of 7
  • Phase 2: i set of 4 + 1 prepare of 3
  • Phase iii: 1 colour run of 5 + 1 set of 2
  • Phase 4: one even or odd of 10
  • Stage 5: 2 runs of 5
  • Phase 6: iii sets of 3
  • Phase 7: 1 color run of 4 + 1 fix of iii
  • Phase 8: 1 color fifty-fifty or odd of 3 + 1 color even or odd of 4
  • Stage ix: i run of 7 + 1 gear up of two
  • Stage 10: 1 color run of 5 + 1 set of 3

Phase x Southwest:

  • Phase 1: 1 gear up of 2 + 1 run of 6
  • Stage 2: ane even or odd of 9
  • Stage iii: i even or odd of 10
  • Phase 4: 1 color run of three + 1 prepare of 3
  • Phase 5: 1 set of iii + one run of v
  • Phase six: 1 gear up of 5 + i run of 4
  • Phase 7: 1 color run of 5
  • Phase 8: 1 color even or odd of 3 + i colour even or odd of five
  • Phase nine: 5 sets of ii
  • Phase 10: 2 sets of 3 + ii sets of 2

Phase 10 Okie Circle J:

  • Phase 1: v sets of 2
  • Phase 2: ane color run of 10
  • Phase iii: ane set up of four + one color run of 4
  • Phase 4: 1 fifty-fifty or odd of 10
  • Phase 5: 1 run of 3 + one fix of iii + 2 sets of 2
  • Phase 6: 1 run of 8
  • Phase seven: 1 set of 5 + 1 run of v
  • Phase viii: one colour run of viii
  • Phase ix: 1 color even or odd of 8 + one set of ii
  • Phase x: two sets of 2 same color + 1 set of ii + 1 wild + 1 colour run of 3
ALTERNATING COLORS
PHASE Run of 9 alternating colors
one Red & Blue
2 YOU DECIDE
3 Green & Yellow
4 YOU DECIDE
5 Blood-red & Yellow
half-dozen YOU Make up one's mind
7 Green & Blueish
8 Yous DECIDE
9 Green & Cherry-red
ten You Make up one's mind
11 Blue & Yellow

Phase 10 Custom

Phase 1: run of 4, set of 3, set of 2

Floating Variation [edit]

A variation of play is to allow Floating. Instead of going out past discarding their last bill of fare, a player draws a bill of fare so play all cards in their hand without discarding. This is known as going out "floating". Because the histrion must be able to discard a card in order to really cease the paw, other players now have at least one extra turn in which to go out themselves or at least amend their score. In addition, a "floating" player must draw a card and play it if able, and must draw the top bill of fare from the discard pile if information technology can be played; thus the floating role player can be forced to play on their next turn instead of drawing and discarding. The floating actor tin can besides be skipped equally normal. If someone else goes out before the "floater", the floater receives a nil score, just does not technically win the hand.

The strategic value of floating is that the person immediately preceding the floating player is by and large forced to endeavour to "go on them afloat" for at to the lowest degree a few turns, either by discarding cards the floating player is required to pick up and play, or by skipping the floater. This generally puts the player preceding the floater at a disadvantage compared to the other players and makes it less probable that that player will exist able to end their Phase if they take not yet washed so. Players can apply this strategy to "gang upwardly" on ane role player; the actor afterward them will float, forcing the actor to attempt to keep them afloat while all other players go a number of actress turns to try to lay down their Phase or become out. Of course, the role player preceding the floater is non actually forced to keep them adrift and may be able to go out themselves, lay down their Phase (thus drastically reducing their score for the mitt), or may simply concede the hand past allowing the floater to draw (the card drawn is probable to be an unplayable, thus discardable, bill of fare).

If a role player is floating, and there is no possible bill of fare that could be discarded or drawn to prevent that player from being able to discard, they are known as "floating dead"; it is extremely likely the floating thespian will be forced to end the hand on their next turn. This is rare, and usually happens when the floating player completes a phase involving a long run of cards, no ane else has completed their Stage, and the floater's run has expanded through all 12 values. If no i else tin can lay down a hittable Phase in that turn, only some other actor playing a Skip or the floater drawing a Skip will keep the manus going, and but four exist in the deck.

Alternate Wild Card Deal Up Method [edit]

If the dealer turns over a wild card at the beginning of the hand to beginning the discard pile, the dealer gets to decide who gets the wild card, instead of it automatically going to the role player to the left of the dealer. The recipient of the wild carte will choose a card from their hand to discard (the carte du jour cannot be a Skip), and then play continues with the histrion to the left of the dealer (or if that player had received the wild card, with the next player to the left after them). This slightly reduces the luck component inherent in the game, increasing the strategic and/or social element.

A like rule tin exist used in the case of a Skip card being turned over every bit the start bill of fare.

Alternate Wild Carte du jour Rule [edit]

A "Wild" carte tin be played every bit a "Skip" bill of fare. (Truly Wild) This method was made pop in 2007 by Laurel Ross.

Masters Edition [edit]

The Masters Edition of the game can be played past 2 to 4 players and includes additional rules:

  • The ability to choose which Phase to endeavour (not necessarily in numerical club) based on the cards dealt to the player. Players must verbally declare which Phase they are attempting during the mitt after cards are dealt.
  • The ability to set aside (or salve) one card per mitt. (notation: you may not save your "Going Out" discard)
  • The power to describe 1 card from their relieve pile per plow.

The Masters Edition comes with x Phase cards for each histrion to keep track of the Phases which they take completed during gameplay. The Masters Edition also includes only 2 Skip cards instead of the 4 that the original edition contains. This makes the playable number of cards 106, plus the xl phase cards, for a total of 146 cards in the box. (An alternate method of keeping track of phases played for each player to utilise ace though x of a adjust in regular playing cards.)

Masters Edition Variant #1 [edit]

Same rules as Masters Edition except the player declares what phase they are completing as they lay down the phase.

Masters Edition Variant #2 [edit]

Same rules equally Masters Edition except;

  • The player declares what phase they are completing as they lay downward the phase.
  • Later the player lays down the stage and hits on the other players, so they can (if they wish) discard their current laid down phase, perform the normal discard or salvage and bring their hand back upwardly to x past drawing from the depict pile and on side by side plough can work on a new stage. (has to be done on the aforementioned plough as phase lay downward and cannot be done if the role player discards their final card)

Anti-phase [edit]

In Anti-phase, you have to consummate your phase in gild to stay on your present phase, if yous don't complete your phase you move down a stage.

Anti-phase for others [edit]

In Anti-phase for others, a dominion carte du jour is left in the deck and it is discarded as your last card. Then you get to name who moves down a stage...if it's stuck in your mitt at the end of the paw you move down a stage. It as well may be discarded confront downwards but may be picked up by the next player who can draw from the deck.

Stage ten Dice [edit]

Phase ten Dice is dice game inspired past Phase 10 and likewise published past Fundex Games. The goal is the same, to try to consummate the phases, ane-10, in order. Instead of cards, players each accept turns rolling x half dozen-sided die, 6 marked with 5-10 and the other four with i-4 and 2 wilds each. In each plow the histrion rolls all 10 dice, then may set aside any of them and re-roll the balance up to two times, for a total of three rolls. If they've completed a phase, the total sum of the dice used in the phase are added to their score and side by side plough they movement on to a new stage. Similar in the carte du jour game, failing to complete a set up means having to try for it again side by side turn, and the game ends once a player finishes phase 10.[3]

Phase x Twist [edit]

The object of Phase 10 Twist is to be the first player to complete phase 10 past moving around the game board. Every role player starts with their pawn on phase ane on the game board. They must consummate stage 1 in order to move their pawn. In that location are three pawn movements; move 3 spaces if you complete the phase and discard all of your cards, move two spaces if you complete the phase merely do not discard all of your cards, or move 1 space if you don't consummate the phase. If you land on a twist phase you tin can make up one's mind to play a twist phase or 1 of the phases on either side of the twist phase space. If y'all play a twist phase the pawn movements modify to vi spaces if you complete the phase and discard all of your cards, 4 if you complete the phase merely do not discard all of your cards, or move back one space if you exercise not complete the stage.[4]

Arkansas Rules [edit]

Arkansas Rules differs from standard Phase 10 rules in two ways: 1) Each player tin can complete all 10 phases in any club he/she sees fit, and 2) SKIP cards are valid throughout a round (i.eastward. whenever a SKIP carte du jour is played, the advisable actor is skipped whether he/she has been skipped before or non). Arkansas Rules allows players to capitalize on the mitt that is dealt if it contains about of the cards needed for an uncompleted stage. The rule regarding completing phases in any order is similar to the commercialized "Masters Edition" of the game.

In order to win, a actor must complete all ten phases. Scoring is the same as standard rules Phase x.

Postal Rules [edit]

Postal Rules follow the standard Phase 10 rules with ii additions: 1) No player tin can go out (play all 10 cards), thus ending the hand, until play has completed i circuit of the tabular array and play has returned to the dealer, regardless if someone was skipped. The dealer is the first role player who tin end the hand by playing all x of their cards. two) Players working to complete whatsoever of the first vii phases can use the number carte that matches the phase they are working to complete as a wild carte du jour. For example, ones are wild for all players during the first hand. During the 2nd mitt twos are wild for those players who completed stage 1 in the previous hand, while ones remain wild for any role player not completing stage one. This adds the challenge of remembering the wild menu of the person on your left so as to not discard cards that, for them are wild, but for you are not. This variation is chosen Postal Rules in honour of the group of postal employees who have played Phase ten everyday during lunch since 1996.

Mobile [edit]

In 2007 Fundex and Magmic signed a deal that brought Phase 10 to BlackBerry devices.[five] In 2009 Magmic released the title for iOS,[half-dozen] with a Masters Edition in-app buy available for download in February 2012.[7] In March 2012 Magmic released both a free and paid version of Stage 10 for Android devices. The Google Play Store also has a scorekeeper app for Phase 10. In September 2013, Magmic released Phase 10 Dice in the iTunes App Store.[8] In 2019, Mattel163 Limited released Stage 10: Globe Bout for Android and iOS, featuring the "Journeying" mode which player travels to dissimilar worlds and completes levels by completing sets of unique different phases with opponents with different difficulties. The game as well introduces Multiplayer, which players can play with others from around the world by spending "coins" and earn more coins if win, similar to the coin system in UNO!, which is some other Mattel163's game.

Special cards [edit]

  • Wild: A "Wild" bill of fare may be used in place of a number card and can exist used as whatever color to complete any phase. Original print runs of Stage 10 had 2 Wilds in each colour; to reduce confusion, current print runs use black Wilds.
    • More than one "Wild" card may be used in completing a Phase. Players tin use as many "Wild" cards equally they desire every bit long as they use one natural card.
    • Once a "Wild" card has been played in a Phase, information technology cannot be replaced by the intended card and used elsewhere. It must remain as that card until the hand is over.
    • If the dealer starts the discard pile with a "Wild" card, the carte du jour may be picked up by the first player.
    • A "Wild" bill of fare may be used as a "skip" card
  • Skip: Skip cards accept only i purpose: to cause some other player to lose a turn. To use, a player discards the "Skip" card on their plow and chooses the player who will lose a turn.
    • When a "Skip" menu is drawn it may be discarded immediately or saved for a subsequently turn.
    • A "Skip" card may never exist picked upwards from the discard pile.
    • A "Skip" carte du jour cannot exist used to consummate any stage, including Stage 8 (seven cards of i color). The original print runs of Stage 10 had blue Skip cards, causing confusion with normal blue cards in deck; Skip cards are now blackness in current editions.
    • The side by side player to play after you may not be skipped, any player previous to you however, may be skipped.
    • A player cannot be skipped twice in the same circular; they must lose turn in the round before being skipped again. (They tin exist skipped twice in a row but not until they miss their turn.)
    • If the first card that starts the discard pile is a "skip" card then the first player'due south plow is skipped.[9]

Notes [edit]

  1. ^ "Livingstone Deals a Winning Mitt to Fundex Games". Archived from the original on November fourteen, 2011. Retrieved 2012-11-23 .
  2. ^ "About Us" Fundex Games 2011. May 22, 2011.
  3. ^ "Phase 10 Die Instructions" Fundex Games 2011. Dec 18 2011.
  4. ^ "Mattel and Fisher-Price Customer Middle".
  5. ^ "Phase x Goes Mobile later on 25 Years". Archived from the original on February 9, 2008. Retrieved 2012-03-05 .
  6. ^ "Phase 10 Release Engagement". Retrieved 2012-03-05 .
  7. ^ "Phase x Masters Edition Release". Retrieved 2012-03-05 .
  8. ^ "Phase 10 Dice iTunes Preview". iTunes . Retrieved 2013-09-16 .
  9. ^ "Mattel and Fisher-Price Client Center".

References [edit]

  • "About Us" Fundex Games 2011. May 22, 2011.

External links [edit]

  • Fundex Games
  • Phase ten Mobile past Magmic Games
  • Stage 10 at BoardGameGeek
  • Stage 10 variants at pagat.com
  • Stage 10 for iPhone

fullerwasseve.blogspot.com

Source: https://en.wikipedia.org/wiki/Phase_10

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