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1. 2 sets of 3 6. 1 run of 9 2. 2. 1 set of 3+1 run of 4 7. 2 sets of 4 3. 3. l set of 4+1 run of 4 8. 7 cards of 1 color 4. 4. l run of 7 9. 1 set of 5+1 set of 2 5. 5. L run of 8 10.1 set of 5+1 set of 3
SETS: A set is made of two or more cards with the same number showing on their face.
EXAMLE: Phase 1 consists of 2 sets of 3, which could be 3 "7's" and 3 "10's". The cards can 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 4, which could be "3", "4", "5", "6". The cards can be in any combination of colors.
ALL ONE COLOR: The cards are all the same color. EXAMPLE: Phase 8 requires 7 cards of one color, which could be 7 red cards or 7 green cards etc.
WILD CARDS: A "Wild" card may be used in place of a number card in order to complete a Phase. A "Wild" card also maybe used as any color, to complete Phase 8.
EXAMPLES: A player wants to make a run of 4, but only has cards "3", "4", and "6". The player uses a "Wild" card as a "5" to complete the run. Or, a player has 6 green cards, and uses a "Wild" card as a green card, to complete Phase 8. NOTE: More than one "Wild" card may be used in completing a Phase. Once a "Wild" card has been played as a certain card in a Phase it cannot be replaced by the intended card and used elsewhere, but must remain as that card until the hand is over.
SKIP CARDS: When discarded, a "Skip" card causes another player to lose their next turn. The player who discards the "Skip" card chooses the player who loses their turn. When a player draws a "Skip" card, the player may discard it immediately or save it for a later turn. A "Skip" card may never be used in making Phase 8, or any other Phase. A "Skip" card may never be picked up from the discard pile.
If a player uses a "Skip" card against another player, no other player ca n use another "Skip" card against that player until that player's turn has been skipped. If the dealer starts ~e discard pile with a "Skip" card, the first player's first turn is automatically skipped.
MAKING A PHASE: If, during the turn, the player makes
a Phase with the cards in hand, the player may lay it down, face
up on the table. For example, the player is trying to make Phase
1 and has 3 "5's" and 2 "7's", and draws another
"7". The player now has 2 sets of 3 and may lay then
down. NOTE: A player may never lay down part of a Phase, but must
have the whole Phase in hand before laying it down.
A player may lay down more than the minimum requirements of a Phase, but only if the additional cards can be directly added to the cards already in the Phase.
EXAMPLES: A player making Phase 1 lays down 3 "5's" and 3 "7's". The player has 2 more "5's" in hand and can immediately lay them down with the 3 "5's", all in the same turn. Another player making Phase 1 lays down 3 "6's" and 3 "8's". The player also has 3 "10's" in hand, but cannot lay them down because Phase 1 requires exactly 2 sets. Thus, the player can only add more "6's" and "8's" to their Phase made of "6's" and "8's".
Only one Phase can be made per hand. If a player successfully makes a Phase in a hand, then the player must try to make the next Phase in a hand. If a player fails to make a Phase in a hand, the player must try to make the same Phase again in the next hand. Thus, some players, in the next hand, may no longer be working on the same Phase as other players. A player may never make a Phase out of order. 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).
A player receives credit for making a Phase as soon as the player lays down that Phase. The player does 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
in the hand after making a Phase. A player makes a hit by laying
down a card directly on a Phase already laid down. The card must
properly fit in with the cards already down. EXAMPLES: A player
may add one or more "4's" to a player's existing set
of "4's". A player may add a "2" to a player's
existing run of "3", "4", "5", "6"-the
player may also add a "7" and an "8" to this
run, if the player has them. A player may add one or more green
cards to a player's 7 green cards in Phase 8. A player may add
a "Wild" card of any color to any of these card situations.
Before a player can make a hit, the player's own Phase must already be laid down. A player may hit only during the player's turn A player may hit the player's own cards or another player's cards or both.
GOING OUT: The player who gets rid of the last card in hand, by discarding or hitting, is said to go out. This player 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.
SCORING: Paper and pencil are needed for scoring, and a running total for each player is kept. The winner of the hand scores zero. All remaining players score points against them, for cards still in hand, as follows:
5 points for each card numbered 1-9. 10 points for each card
10-12 15 points for each "Skip" card 25 points for each "Wild" card. Only cards in 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: When, at the end of a hand, a player has completed Phase 10, that player is declared 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.
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 1 players try for Phase 1, then in Hand 2 they all try for Phase 2, etc. After 10 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.
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THE 10 PHASES ARE:
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
1982 KENNETH JOHNSON (c) 1987, 1992 FUNDEX GAMES/THIRD QUARTER CORPORATION ALL RIGHTS RESERVED
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This information was taken directly from the printed instructions
and placed here for those who have lost their copy of the rules
and it just might be too late in the evening to go and buy another
deck of cards just for the rules. Or maybe you just took them
out and realized you threw them away with that empty pizza box.
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