Phase 10
Learn how to play Phase 10, master its rules, and explore fun variations for your next game night.
āļø June 20, 2025
- š“Ā How to Play 10 Phase
- šĀ 10 Phase Rules
- šÆĀ 10 Phase Variations
- š¾Ā FAQs about Phase 10 game
Phase 10 looks like your standard family card game. Easy, casual, low-stakes. But give it a few rounds and suddenly everyoneās quietly plotting, side-eyeing the discard pile, and dramatically slapping down Skip cards like they mean something.
If youāve ever searched āPhase 10 rulesā mid-game while your friends are yelling, or Googled āhow to play Phase 10ā in a panic, youāre not alone.
Hereās a no-BS guide to the Phase 10 card game rules, tips, and variationsāso you can stop arguing and start winning. Or at least, stop being confused about the phases of Phase 10.
š Looking for more classics? Here are 7 of the most popular card games of all time.
How to Play 10 Phase
The goal of Phase 10 (or Phase Ten, if youāre going by the box) is to complete 10 specific card combinations - called āphasesā - in order. First to finish all 10 wins. Everyone else gets stuck repeating the same phase until they finally get it right.
1. Deal 10 cards to each player.
Start by shuffling the deck and giving everyone 10 cards. Place the rest in a draw pile, and flip one card next to it to start the discard pile. Youāre ready to go.
2. You can only work on one phase at a time.
This is the core of the Phase 10 instructions. Start with Phase 1. You can’t move ahead until you complete your current oneāeven if you accidentally complete a future phase. Tough luck.
3. On your turn, draw one card and discard one.
Pick up a card from either the draw or discard pile, then discard one. Thatās the rhythm of the round.
4. Lay down your phase once itās complete.
Once youāve got all the required cards for your current phase, lay them down. Thatās your green light to start āhittingā (a.k.a. adding extra cards to other playersā laid-out phases).
5. Hitting helps you empty your hand.
After laying down your phase, you can get rid of extra cards by tacking them onto other playersā sets and runs. Strategic, petty, and satisfying.
6. The round ends when someone goes out.
Once a player discards their last card, that round is done. Players who completed their phase move on. The rest stay stuck.
7. Count up the leftover points.
This is where Phase 10 scoring comes in. Cards left in your hand count against you:
- Numbers 1ā9 = 5 points
- 10ā12 = 10 points
- Skips = 15 points
- Wilds = 25 points
If youāre holding onto Wilds too long, prepare to suffer the consequences.
š If you like Phase 10, youāll probably love 3-13 ā a fast-paced game with a twist.
10 Phase Rules
The official Phase Ten rules are simple enough, but winning? Thatās where things get sneaky. Hereās how to play smart and stay ahead.
1. Donāt hoard your Wilds.
Yes, theyāre preciousābut also dangerous. Holding onto Wilds for ālaterā phases might just cost you 25 points when someone else ends the round unexpectedly.
2. Skips are offensive weapons.
Skip cards can completely derail someoneās phase progress. Use them when someoneās clearly one card away from going out.
3. Know your next move.
Memorizing the Phase 10 phases gives you an edge. Here’s the official sequence of what youāll need to complete:
- Two sets of three
- One set of three + one run of four
- One set of four + one run of four
- One run of seven
- One run of eight
- One run of nine
- Two sets of four
- Seven cards of one color
- One set of five + one set of two
- One set of five + one set of three
Learn them. Itāll save you from shuffling through your hand like a confused raccoon every turn.
4. Play defense, too.
Watch what others are picking up or discarding. If it looks like someoneās collecting greens, maybe keep that green 10 to yourself.
š Need a game thatās part luck, part drama? Check out Higher or Lower
10 Phase Variations
Tired of the classic setup? These Phase 10 variations offer new challenges, themed twists, and just the right amount of chaos. Perfect for game nights that need a refresh.
1. Phase 10 Enchanted Forest
Theme: Magical mischief with fairies, stones, and mysterious runs.
Phases:
- 1 set of 2 + 1 set of 4
- 1 run of 5 + 1 set of 3
- 3 sets of 2 (same color)
- 1 color run of 4
- 7 cards of one color
- 1 set of 5 + 1 set of 3
- 1 run of 7 (odd numbers)
- 1 set of 4 + 1 run of 4
- 6 even cards
- 2 color sets of 3 + 1 run of 5
Special Rule: Spellbound Card ā Use a Wild and choose one player to be banned from Wilds next round.
2. Phase 10 Volcano Island
Theme: Survive lava, ash, and point explosions.
Phases:
- 1 set of 3 + 1 run of 4
- 8 cards of one color
- 1 run of 7
- 2 sets of 3
- 1 set of 4 + 1 run of 5
- 1 run of 6 + 1 set of 3
- 1 color run of 5
- 3 sets of 2
- 1 run of 4 + 1 set of 4
- 7 odd-numbered cards
Special Rule: Eruption Warning ā Complete a phase and the next player draws an extra card.
3. Phase 10 Safari Expedition
Theme: A wild ride through animal-themed phases and growling penalties.
Phases:
- 2 sets of 2 + 1 set of 3
- 1 run of 5
- 1 run of 4 + 1 set of 2
- 6 cards of one color
- 2 color sets of 3
- 1 color run of 6
- 1 run of 7
- 1 set of 4 + 1 run of 5
- 1 set of 3 + 1 run of 6
- 9 even-numbered cards
Special Rule: Wild Animal Card ā Use a Wild? You better make an animal sound.
4. Phase 10 Haunted Mansion
Theme: A little spooky, a lot petty.
Phases:
- 1 set of 3 + 1 set of 2
- 1 run of 5
- 6 even cards
- 1 color run of 4
- 1 set of 5
- 1 run of 6 + 1 set of 2
- 7 cards of one color
- 3 sets of 3
- 1 set of 4 + 1 run of 5
- 1 color run of 6
Special Rule: Phantom Draw ā Didnāt finish your phase? Draw a card. Ghosts demand it.
5. Phase 10 Underwater Adventure
Theme: Coral, currents, and card combos galore.
Phases:
- 1 set of 2 + 1 run of 4
- 1 run of 7 (same color)
- 2 sets of 3
- 1 run of 5 + 1 set of 2
- 6 cards of one color
- 1 run of 6 (even numbers)
- 1 set of 5 + 1 set of 3
- 4 cards of the same color + 2 sets of 2
- 7 odd-numbered cards
- 1 color run of 8
Special Rule: The Deep Dive ā Lay a phase and everyone else discards one, then draws one.
6. Phase 10 Outer Space Odyssey
Theme: Galactic-level trickery and asteroid-sized combos.
Phases:
- 1 run of 6
- 1 set of 4 + 1 set of 2
- 1 color run of 5
- 1 set of 3 + 1 run of 5
- 1 run of 8 (even numbers)
- 1 color run of 7
- 3 sets of 3
- 5 cards of one color
- 1 set of 5 + 1 run of 4
- 8 even-numbered cards
Special Rule: Zero Gravity ā Complete a phase? Pick someone to lose their next turn.
FAQs about Phase 10 game
1. Is it Phase 10 or Phase Ten?
Both names are used. Official branding often says āPhase Ten,ā but most players just call it Phase 10.
2. Can players be on different phases?
Yes. Each player progresses individually, so you could be stuck on Phase 3 while someone else hits Phase 9. Fair? Not always.
3. What happens if no one finishes their phase?
If someone goes out and you didnāt finish yours, you stay on it. No skipping ahead. Youāre locked in until you complete it.
4. Can we use house rules?
Absolutely. Make your own Phase 10 instructions, whether itās swapping out phases, tweaking Phase 10 scoring, or turning it into a drinking game.
5. Is there a Phase 10 scoring sheet?
You can find printable ones online, or just keep it old-school with paper and pen. What matters is tracking each phase and those brutal penalty points.
6. How many cards do you get in Phase 10?
Each player is dealt 10 cards at the start of every roundāthatās where the “10” in Phase 10 comes from. No matter how many players there are, itās always 10 cards per person.