The ten phases
| Phase | What you need |
|---|---|
| 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 |
How to play Phase 10
Two to six players race through ten goals, one per hand at most. Here is a full hand from deal to score.
- Deal ten cards eachShuffle the deck and give every player ten cards. Put the rest face down as the draw pile and turn the top card over to start the discard pile.
- Draw and discardOn your turn take one card, either from the draw pile or the top of the discard pile, then end the turn by discarding one card.
- Lay down your phaseWhen your hand holds everything your current phase asks for, place those cards face up in front of you before you discard.
- Hit onto meldsAfter you have laid down, you may add fitting cards to any face-up set or run, yours or another player's, on later turns.
- Go outThe hand ends as soon as one player gets rid of every card, by playing or discarding the last one.
- Score the cards left in handEveryone still holding cards adds up their points and writes them down. The player who went out scores nothing.
- Move on if you laid downPlayers who laid down their phase this hand move to the next phase. Everyone else tries the same phase again.
- Finish phase 10Keep playing hands until someone completes phase 10. Among the players who completed it, the lowest total wins.
Sets and runs explained
A set is two or more cards with the same number, in any colors. Three 7s make a set of 3; four 11s make a set of 4.
A run is a line of numbers with no gaps, again in any colors. 4, 5, 6, 7 is a run of 4. Runs do not wrap around, so 11, 12, 1 is not a run.
A Wild card can stand in for any number in a set or a run, and a phase can use more than one of them. Phase 8 also lets a Wild count as any color.
A Skip card can never be part of a set or a run. When you discard it, a player of your choice misses their next turn. Holding one when the hand ends is costly, as the table below shows.
How scoring works
| Card | Points each |
|---|---|
| 1 to 9 | 5 |
| 10, 11, 12 | 10 |
| Skip | 15 |
| Wild | 25 |
Low scores are good. The player who goes out adds 0 for that hand. If two or more players complete phase 10 in the same hand, the lowest total among them wins; if their totals match, it is a tie, and some groups play one more hand to break it.
How to use the score sheet
- Enter each player's name. Everyone starts on phase 1.
- After each hand, tick Completed phase for players who laid down, and mark the one player who went out.
- For everyone else, type their hand points or use the card helper to count low cards, high cards, Skips and Wilds.
- Press save. Phases move forward for the players who completed theirs, totals update, and the sheet announces the winner after phase 10.
Print a blank sheet with ten hand rows per player if you would rather write it all by hand. For another card game with a board and pegs, try how to play cribbage next.
Last reviewed October 22, 2026. Rules written in our own words.