
PLAYERS: 2-6
INSTRUCTIONS
OBJECT: To be the rst player to complete all 10 Phases. In
case of a tie, the player with the lowest score is the winner.
CONTENTS: Reference cards (listing the 10 Phases) and
one deck of 108 cards; 24 each of red, blue, yellow, and
green cards numbered “1” through “12,” four blue “Skip”
cards, and eight “Wild” cards, two of each color.
BEFORE PLAY: Choose one player to be dealer. The dealer
shufes 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. Place the remaining
deck face down in the center of the play area to become the
draw pile. Turn the top card of the draw pile over and place
it next to the draw pile, to become the
discard pile.
PLAY: The player to the left of the dealer plays rst. Play
continues in a clockwise direction. On your turn, draw one
card, either the top card from the draw pile or the top card
from the discard pile, and add it to your hand. End your
turn by discarding any one of your cards onto the top of the
discard pile.
During the play of the rst hand, each player tries to complete
Phase 1. A Phase is a combination of cards. Phases are
made of sets, runs, cards of all one color, or a combination
of sets and runs. These are the ten Phases:
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
Each player can make only one Phase during each hand.
DEFINITIONS
SETS: A set is made of two or more cards with the same
number. EXAMPLE: Phase 1 is two sets of three, which
could be three “7s” and three “10s.” The two sets could also
be the same number, e.g., three “10s” and three more “10s.”
The cards may 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 four,
which could be “3,” “4,” “5,” “6.” The cards may be in any
combination of colors.
ALL ONE COLOR: The cards are all the same color.
EXAMPLE: Phase 8 requires seven cards of one color,
which could be seven red cards or seven green cards, etc.
The cards do not need to be in numerical order.
WILD CARDS: A “Wild” card may be used in place of a
number card, or may be used as any color, in order to
complete a Phase. EXAMPLES: A player wants to make a
run of four, 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.
•More than one “Wild” card may be used in completing a
Phase. Players can use as many “Wild” cards as they want
as long as they use one (1) natural card.
•Once a “Wild” card has been played 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.
•If the dealer starts the discard pile with a “Wild” card, the
card may be picked up by the rst player.
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
SKIP CARDS: Skip cards have only one purpose: to cause
another player to lose a turn. To use, simply discard the
“Skip” card on your turn, then choose the player who will
lose a turn.
•When you draw a “Skip” card, you 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.
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INSTRUCTIONS
•A “Skip” card may never be picked up from the discard pile.
•Only one “Skip” card against each player per “round” may
be used.
•When someone is skipped, a “round” is once around the
table.
•If the dealer starts the discard pile with a “Skip” card, the
rst player’s rst turn is automatically skipped.
MAKING A PHASE: If, during your turn, you are able to
make a Phase with the cards in your hand, lay the Phase
down, face-up on the table before discarding. For example,
you are trying to make Phase 1. You have 3 “5s” and 2 “7s”
and you draw another “7.” You now have 2 sets of 3, and you
may lay them down. In the next hand, you will be working on
Phase 2.
•You must have the whole Phase in hand before laying it
down.
•You 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: You lay down 3 “5s” and 3 “7s” to make Phase
1. You have two more “5s” in hand and can immediately lay
them down with the 3 ”5s,” all in the same turn. Another
player making Phase 1 lays down 3 “6s” and 3 “8s.” The
player also has 3 “10s” in hand, but cannot lay them down
because Phase 1 requires exactly 2 sets. Thus, the player
can only add more “6s” and “8s” to the Phase made of “6s”
and “8s.”
•Only one Phase can be made per hand.
•If you successfully make a Phase, then you try to make the
next Phase in the next hand. If you fail to make a Phase,
you must try to make the same Phase again in the next
hand. As a result, players may not all be working on the
same Phase in the same hand.
•Phases must be made IN ORDER, from 1 to 10. For
example, a player trying to make Phase 4 (1 run of 7) lays
down a run of 9 cards. This qualies 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).
•You receive credit for making a Phase as soon as you lay
it down. You do 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 after
making a Phase. You make a hit by putting a card directly
on a Phase already laid down. The card must properly t
with the cards already down. EXAMPLES: You may add one
or more “4s” to a player’s existing set of “4s.” You may add
a “2” to a player’s existing run of “3,” “4,” “5,” “6.” You may
also add a “7” and an “8” to this run, if you have them. You
may add one or more green cards to a player’s seven green
cards in Phase 8. You may also add a “Wild” card of any
color to any of these card situations. Before you can make a
hit, your own Phase must already be laid down. You may hit
only during your turn. You may hit your own cards, another
player’s cards, or both.
GOING OUT / FINISHING A HAND: After laying down a
Phase, players try to “go out” as soon as possible. To go
out, you must get rid of all of your cards, by discarding or
hitting on an existing Phase. The player to go out rst 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. Players total the cards left in their hands.
(The fewer cards left in your hand, the better!) All the cards
are then shufed and a new hand begins. (Remember, if you
did not complete the Phase before another player went out,
you must work on the same Phase again in the next hand.)
SCORING: You will need paper and pencil to keep a running
total for each player. The winner of the hand scores zero. All
remaining players score points against them, for cards still in
their hands, as follows:
•5 points for each card numbered 1-9
•10 points for each card numbered 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
shufed, and a new hand is dealt.
THE WINNER: The rst player to complete Phase 10 at the
end of a hand is 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 rst one to go out is
the winner.
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