Phase 10 is one of the world’s best-selling rummy-style card games – a strategic set collection game where players race to complete 10 different phases (card combinations) in sequential order before their opponents. First released in 1982, Phase 10 has sold over 40 million copies worldwide and remains a staple of Canadian family game nights, combining the familiar mechanics of rummy with the progressive challenge system that keeps gameplay fresh across dozens of rounds.
What makes Phase 10 special is its perfect balance of luck, strategy, and progression. The basic mechanics are simple – draw cards, make sets and runs, discard – but the requirement to complete specific phases in order creates strategic depth and dramatic momentum swings. A player stuck on Phase 4 (the notoriously difficult run of 7) watches helplessly as opponents advance to Phases 8 and 9, only to catch up with a lucky hand and eventually win. The variable phase requirements ensure no two games feel the same, and the tension of racing through phases while managing penalty points keeps families playing round after round.
This guide covers everything you need to know to play Phase 10 – the complete rules, all 10 phases explained, card types, scoring system, and strategic tips for completing difficult phases efficiently.
Table of Contents
Phase 10 at a Glance
| Category | Detail |
| Players | 2–6 players (best with 3–5) |
| Age | 7+ (family-friendly) |
| Deck | Special Phase 10 deck (108 cards: numbered 1–12 in 4 colors + Wild + Skip) |
| Playing time | 60–90 minutes per game |
| Objective | Complete all 10 phases in order before opponents |
| Difficulty | Easy to learn, moderate strategy |
| Game type | Rummy-style set collection and sequencing |
| Publisher | Mattel |
| First released | 1982 (over 40 years of continuous play) |
| Best for | Families, casual players, rummy enthusiasts |
The Objective – Complete All 10 Phases First
The goal of Phase 10 is to be the first player to complete all 10 phases in order. Each phase requires a specific card combination – sets of matching numbers, runs of sequential numbers, or cards of matching colors. You must complete Phase 1 before moving to Phase 2, Phase 2 before Phase 3, and so on. The first player to complete Phase 10 triggers the end of the game, and the player with the lowest total score wins.
| ★ Why Phases Must Be Completed in Order The sequential phase requirement is Phase 10’s defining mechanic. You cannot skip ahead – even if you have the cards for Phase 7, if you are still on Phase 3, you must complete Phase 3 first. This creates dramatic catch-up opportunities and ensures players who fall behind on difficult phases can still win by managing scores carefully. |
The 10 Phases – Complete List
The table below shows all 10 phases in order. You must complete these sequentially – no skipping.
| Phase | Requirement | Example |
| 1 | 2 sets of 3 | 3-3-3 and 5-5-5 |
| 2 | 1 set of 3 + 1 run of 4 | 8-8-8 and 2-3-4-5 |
| 3 | 1 set of 4 + 1 run of 4 | 10-10-10-10 and 7-8-9-10 |
| 4 | 1 run of 7 | 1-2-3-4-5-6-7 |
| 5 | 1 run of 8 | 5-6-7-8-9-10-11-12 |
| 6 | 1 run of 9 | 1-2-3-4-5-6-7-8-9 |
| 7 | 2 sets of 4 | 2-2-2-2 and 11-11-11-11 |
| 8 | 7 cards of one color | All red, all blue, all yellow, or all green |
| 9 | 1 set of 5 + 1 set of 2 | 4-4-4-4-4 and 9-9 |
| 10 | 1 set of 5 + 1 set of 3 | 6-6-6-6-6 and 12-12-12 |
Key Phase Terminology
- Set: Multiple cards of the same number (e.g., 7-7-7 is a set of 3)
- Run: Sequential numbered cards (e.g., 4-5-6-7 is a run of 4). Runs wrap around: 11-12-1-2 is valid.
- Color: Cards of the same color (red, blue, yellow, or green). Numbers do not need to match.
Phase 10 Card Types
The Phase 10 deck contains 108 cards divided into three types. The table below shows the complete composition.
| Card Type | Quantity | Function |
| Number cards 1–12 | 8 of each number (96 total) | Used to make sets, runs, and color phases |
| Wild cards | 8 cards | Can substitute for any number in sets and runs |
| Skip cards | 4 cards | Force next player to lose their turn |
| Total cards | 108 cards | Enough for up to 6 players |
Wild Cards Explained
Wild cards can substitute for any number when making sets and runs. For example, if you need 8-8-8 for a set of 3 but only have two 8s, you can use Wild-8-8 to complete the set. Wild cards CANNOT be used in color phases (Phase 8) – color phases require actual colored cards.
Skip Cards Explained
When you discard a Skip card, the next player in turn order loses their turn entirely. Skip cards are also worth 15 penalty points, so use them strategically or get rid of them before someone goes out.
Setup and Dealing
- Shuffle the 108-card Phase 10 deck thoroughly.
- Deal 10 cards to each player.
- Place the remaining deck face-down in the centre as the draw pile.
- Flip the top card of the draw pile face-up to start the discard pile.
- All players start on Phase 1.
- The player to the dealer’s left goes first.
How to Play Phase 10 – Turn by Turn
Every turn in Phase 10 follows the same four-step structure. The table below shows the complete turn sequence.
| Step | Action |
| 1 | Draw: Take 1 card from draw pile OR take the entire discard pile (if you can immediately use the top card) |
| 2 | Lay down phase (optional): If you complete your current phase, lay it face-up on the table |
| 3 | Hit on phases (optional): If you already laid down your phase this round, add cards to any phase on the table |
| 4 | Discard: Place 1 card face-up on the discard pile to end your turn |
Drawing Cards
On your turn, you have two options for drawing:
- Draw 1 card from the top of the draw pile (standard draw), OR
- Take the ENTIRE discard pile if you can immediately use the top card in your current phase
Taking the discard pile is risky but powerful. If you can immediately incorporate the top card into your phase, you may take all cards in the discard pile – potentially 5, 10, or even 15 cards. This can accelerate your phase completion dramatically but leaves you vulnerable to penalty points if someone goes out.
Laying Down Your Phase
When you complete your current phase during your turn, you may lay it face-up on the table in front of you. Once laid down, your phase is complete and you advance to the next phase in the next round. You can only lay down ONE phase per round – if you complete your phase early in a round, you spend the rest of that round trying to reduce your hand size.
Hitting on Phases
After you have laid down your phase, you may ‘hit’ – add cards from your hand to any phase on the table (including opponents’ phases). For example, if an opponent has laid down a run of 7 (Phase 4: 5-6-7-8-9-10-11), you can add a 4 or a 12 to extend the run. Hitting allows you to reduce your hand size and minimize penalty points.
Discarding to End Turn
Every turn ends by discarding exactly one card to the discard pile. This is mandatory even if you would prefer to keep all your cards.
How Rounds End
A round ends immediately when one player discards their last card (going out). At that moment:
- The player who went out scores 0 points for that round.
- All other players count the cards remaining in their hands and add those penalty points to their total score.
- Players who completed their phase advance to the next phase.
- Players who did NOT complete their phase stay on the same phase for the next round.
- A new round begins with fresh cards dealt to all players.
Phase 10 Scoring System
Phase 10 uses inverted scoring – low score wins. The table below shows penalty point values.
| Card Type | Point Value (Penalty) |
| Number cards 1–9 | 5 points each |
| Number cards 10–12 | 10 points each |
| Skip cards | 15 points each |
| Wild cards | 25 points each |
| Scoring method | Cards left in hand = penalty points added to your score |
| Winner | Player with LOWEST score after someone completes Phase 10 |
| ★ Why Low Score Wins Phase 10 rewards efficient play. Players who complete phases quickly with few cards left in hand accumulate low scores. Players who get stuck on difficult phases or hoard high-value cards accumulate penalty points rapidly. Strategic play means completing phases while minimizing hand size and avoiding Wilds and Skips when possible. |
Winning the Game
The game ends when one player completes Phase 10 and goes out in that round. At that point, all players tally their total cumulative scores across all rounds. The player with the LOWEST total score wins – not necessarily the player who completed Phase 10 first.
This creates interesting strategic dynamics. A player might complete Phase 10 first but have accumulated 200 penalty points along the way, while another player who finished Phase 10 second might have only 120 penalty points and win the game.
Phase 10 Strategy – Winning Tips
| Strategy | Why It Works | When to Use It |
| Hoard Wilds for difficult phases | Phases 4-6 (long runs) are hardest without Wilds | Save Wilds when on Phases 1-3 |
| Take the discard pile aggressively | Getting 5+ cards at once accelerates phase completion | When top card helps your current phase |
| Track opponents’ phases | Know what they need to block them strategically | Watch what they pick up and discard |
| Discard high-value cards first | Minimize penalty points if someone goes out | When you can’t complete your phase this round |
| Hit on other phases aggressively | Get rid of cards to reduce penalty points | After you’ve laid down your phase |
| Don’t hoard cards unnecessarily | Large hand = high penalty if someone goes out | Keep hand size manageable |
Tackling the Hardest Phases
Phase 4 (Run of 7)
This is statistically the most difficult phase. Hoard Wild cards for this phase. Focus on building around middle numbers (4-10) where you have more flexibility. Sequential cards like 5-6-7 are valuable – keep them even if you cannot complete the run yet.
Phase 5 (Run of 8)
Even harder than Phase 4. Use every Wild card you can get. Consider taking the discard pile aggressively if it contains sequential cards. Do not be afraid to sacrifice a round to set up for the next one.
Phase 6 (Run of 9)
The nightmare phase. This often determines who wins the game. Players stuck on Phase 6 can fall multiple phases behind. Prioritize Wilds above everything else. If you cannot complete Phase 6 in a round, minimize your hand to reduce penalty points.
Phase 8 (7 Cards of One Color)
Easier than Phases 4-6 but requires luck. Choose the color you have the most of early and commit to it. Wild cards do NOT count for color phases – you need actual colored cards. Discard cards of other colors aggressively.
Where to Buy Phase 10 in Canada
- Walmart Canada – consistently in stock, typically $10–$15 CAD
- Amazon Canada – all versions available (standard, deluxe, dice variant)
- Toys ‘R’ Us Canada – available at most locations
- Indigo / Chapters – online and select stores
- Canadian Tire – seasonal availability
Standard Phase 10 decks retail for $10 to $15 CAD. Deluxe versions with score pads and storage boxes cost $15 to $25 CAD.
Phase 10 Variants
Several official Phase 10 variants are available:
- Phase 10 Dice – Roll dice to complete phases instead of using cards
- Phase 10 Twist – Adds special rule cards that change gameplay mid-game
- Phase 10 Masters Edition – 40 new phases for experienced players
- Phase 10: World Tour – Travel-themed variant with geographic phases
Summary – The Race Through 10 Phases
Phase 10 is one of the most enduring family card games ever created, combining the accessibility of rummy with a progressive challenge system that keeps games engaging across dozens of rounds. The sequential phase requirement creates dramatic momentum swings, the variety of phase types ensures strategic diversity, and the penalty point system rewards efficient play over lucky draws.
Pick up a deck at your nearest Canadian retailer, deal 10 cards each, and start racing through the phases. The game that has entertained families for over 40 years is waiting for you.
Internal links: Family & Kids Card Games – The Complete Canadian Guide | How to Play UNO: Official Rules and Fun Variations | Skip-Bo Rules: How to Play the Classic Sequence Game | Five Crowns: How to Play the Rummy Variant | Rainy Day Card Games the Whole Family Will Love
