Card game

Phase 10

Rummy with a twist: clear ten set targets in order

2–6players · best with 3-5
45–90 minplaying time
7+recommended age
Learning curve
Very easy1 / 5
EasyDemanding
Luck & skill
More luck than skill
LuckSkill
Interaction
Medium
Set-up
About 2 min
Reading
Little

The quick verdict

Full verdict ↓

Great for Families who play rummy with an ordinary deck and would like a version with a clear goal for every round

Think twice if You want a quick game, since a full game runs over many rounds and can easily last an hour or more

How we rate it

Learning curve. If you know rummy's sets and runs, it takes minutes to learn. It is a small step up from UNO, because players need to remember which of the ten phases they are on and how hitting works, but it still sits at 1 on our scale.

Luck & skill. The cards you draw, and what your neighbour discards, decide a lot, and you can be stuck on one phase for several rounds. Choosing what to keep, what to discard and when to use a Skip helps a little.

Interaction. You take cards from the shared discard pile, add cards to other players' phases and skip each other, but there are no direct attacks beyond the Skip.

Set-up. Show everyone the phase reference card, shuffle, deal ten cards each, and turn over the top card of the rest to start the discard pile. Keep a pencil and paper handy to track phases and scores.

Reading. Cards show only numbers, colours and the words Wild and Skip. The list of ten phases is in English; once someone explains it, no reading is needed.

Learning curve: 1 = UNO or Connect 4; 3 = Catan; 5 = a heavy strategy game. These describe the experience, not an overall score.

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Is Phase 10 right for you?

Great if

  • Families who play rummy with an ordinary deck and would like a version with a clear goal for every round
  • Two to six players, including children from about 7 who know their numbers and colours
  • Train journeys and holidays, because it is just one small box of cards
  • A cheap gift: the genuine Mattel deck costs very little

Skip it if

  • You want a quick game, since a full game runs over many rounds and can easily last an hour or more
  • Your group gets frustrated by bad luck, because you can stay stuck on the same phase for several rounds
  • You need a game for a big party, as six players is the maximum

A place on the honours list

Good company to be in.

Recognition from beyond our table.

National Toy Hall of Fame (The Strong National Museum of Play, USA), 2024 (Inducted)

How Phase 10 plays

Deal ten cards to each player and put the rest face down as a draw pile, with one card turned up beside it to start a discard pile. The deck has 96 number cards (1 to 12, twice over, in four colours), 8 Wild cards and 4 Skip cards. Everyone starts on Phase 1, and the ten phases have to be completed in order. Phase 1 is two sets of three, Phase 4 is a run of seven, Phase 8 is seven cards of one colour, and Phase 10 is a set of five plus a set of three.

  • Time to teach: about 10 minutes.
  • Reading and language: The cards show only numbers, colours and the words Wild and Skip. The list of ten phases is in English, so someone should explain it once; after that, no reading is needed.
A family game night · Photo: Mattel

How To Play Phase 10 in Just 3 Minutes · Tabletop Duo

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A turn, step by step

  1. 1
    Draw

    Take the top card of the draw pile or the top card of the discard pile.

  2. 2
    Phase

    If your hand holds your whole current phase, lay it face up. Once it is down, you may also add cards to any phase on the table, yours or anyone else's.

  3. 3
    Discard

    End your turn by discarding one card. Discard a Skip to make a player of your choice miss their next turn.

  4. 4
    Win

    When someone plays their last card, the round ends and everyone who laid a phase moves up. The first to complete Phase 10 wins; if several do it in the same round, the lowest penalty score wins.

Read the official rules (PDF)Phase 10 Card Game instruction sheet (Mattel item W4729) · English
The full explanation: how a game of Phase 10 goes

On your turn, take the top card from either the draw pile or the discard pile. If your hand now holds your whole phase, lay it face up on the table. Then end your turn by discarding one card. You can only complete one phase in each round.

Once your phase is down, you can start getting rid of your other cards by adding them to any phase already on the table, yours or anyone else's: a 7 onto someone's set of 7s, or a 9 onto the end of a run. A Wild can stand in for any number or colour. A Skip makes a player of your choice miss their next turn. Skips cannot be used in a phase, and a discarded Skip can't be picked up from the discard pile.

The round ends as soon as one player has put down their phase and got rid of every card. Anyone who completed a phase that round moves on to the next one, and anyone who didn't must try the same phase again. Before long, players are working on different phases, so someone who falls behind can still catch up if the leader gets stuck.

After each round, everyone except the winner scores penalty points for the cards left in their hand: 5 for each card from 1 to 9, 10 for each from 10 to 12, 15 for a Skip and 25 for a Wild. The first player to complete Phase 10 wins. If two players finish it in the same round, the one with the lower score wins; if they are still tied, they replay Phase 10 and the first to go out wins. For a shorter game, the rules let you agree beforehand how many phases to play, or play exactly ten rounds with everyone moving up a phase each round, and the lowest score wins.

What's in the box

Number cards, Wilds and Skips · Photo: Mattel
  • 96Number cards
    1 to 12, twice over, in each of red, blue, green and yellow
  • 8Wild cards
    stand in for any number or colour
  • 4Skip cards
    make another player miss a turn; can't be used in a phase
  • 2Phase reference cards
    list the ten phases; 2 in Mattel's W4729 deck, the number in the Indian W5800 box wasn't confirmed
  • 1Instruction sheet

From Mattel's rule sheet for its US deck (item W4729): 108 playing cards plus 2 phase reference cards. The box sold in India is Mattel's international item W5800, which some Indian listings describe as '112 pieces', so it may hold four reference cards instead of two. The 108 playing cards are the same in every standard deck.

Where to buy

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How to make sure you get a genuine copyEditions and the details worth checking.

About the editions

Genuine Phase 10 is sold in India and, according to Indian listings, made here. Indian listings give India as the country of origin and name Mattel Toys (India) Pvt. Ltd., Mumbai, as the manufacturer. Tins, Masters editions and foreign-language decks are expensive imports. They are genuine, but you don't need them to play.

Before you choose

  • Look for the Mattel logo on the box and Mattel in the listing's brand field. Indian listings name Mattel Toys (India) Pvt. Ltd., Mumbai.
  • Count the cards. A genuine deck has 108: 96 number cards (two sets of 1 to 12 in red, blue, green and yellow), 8 Wild cards and 4 Skip cards. Mattel's decks also include cards listing the ten phases.
  • Read the name closely. Copies use spellings like 'Phase IO' or 'UNOO Phase 10', or call themselves 'similar to Phase 10'.
  • Don't judge by price alone. The real deck is already cheap, so copies are rarely much cheaper. Be suspicious of listings that show a huge crossed-out price and no brand name.
  • Look for the ISI mark on the box. An Indian listing for Mattel's deck shows a BIS certification number.

What reviewers and players say

Phase 10 is rummy with a to-do list: everyone works through the same ten targets in order, and a player who gets stuck on a phase can be caught by the others, so nobody is out of it for long. Reviewers find it easy to learn and family-friendly, with a big deck and a satisfying sense of progress, and it is one of the world's best-selling card games, second only to UNO. The common complaints are length and luck: a full game needs at least ten rounds and often runs well past an hour, and the cards you draw decide a lot. Mattel's rules include shorter versions, and it was inducted into the US National Toy Hall of Fame in 2024.

What people love

  • Easy to learn, with only a couple of simple choices each turn
  • A built-in catch-up: later phases are harder, so players who fall behind can still win
  • A family-friendly mix of luck and strategy that can get competitive
  • A clear finish line: you know the game ends when someone completes Phase 10

Common complaints

  • Too long for many groups: often 15 to 20 rounds and 90 minutes or more
  • Heavy luck: you can stay stuck on the same phase for several rounds
  • Plain cards that rely on colour, which may be hard for colour-blind players
Based on 6 reviews and discussions

Summarised in our own words from the sources above. We don't use Amazon reviews or ratings.

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Phase 10 and alternatives: reasons to consider them, players, play time, age, rules and Indian editions.
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The details that make a difference.
YOU’RE VIEWING
Phase 10 box Phase 10
ANOTHER WAY TO PLAY UNO box UNO ANOTHER WAY TO PLAY Skip-Bo box Skip-Bo ANOTHER WAY TO PLAY Rummikub box Rummikub
Why consider itThis game

Rummy with a twist: clear ten set targets in order

A different fit

Mattel's simpler and quicker card game, and better for big groups

A different fit

Mattel's calmer number game: build shared piles from 1 to 12

A different fit

Also built on rummy sets and runs, but played with tiles

Players2–62–102–62–4
Best with3-54-62-43-4
Play time45–90 min10–30 min20–45 min20–60 min
Age7+7+7+7+
RulesEasyEasyEasyEasy
Indian editionAvailableImportedAvailableAvailable
On this pageExplore UNO Explore Skip-Bo Explore Rummikub

Questions people ask about Phase 10

Is Phase 10 like rummy?

Yes, it is built on rummy ideas: you collect sets of the same number and runs of numbers in a row. The twist is that each round you must make one specific combination, and you work through ten of them in a fixed order. Families who play rummy with an ordinary deck will recognise most of it.

How long does a game of Phase 10 take?

Longer than UNO. A game lasts until someone completes all ten phases, which takes at least ten rounds and often more. Mattel's rules include two shorter versions: agree beforehand how many phases to play, or play exactly ten rounds with everyone moving up a phase each round, and the lowest score wins.

Is the Phase 10 sold in India genuine and made in India?

Mattel's deck sold in India is genuine. Indian listings give India as the country of origin and name Mattel Toys (India) Pvt. Ltd., Mumbai, as the manufacturer.

Can two people play Phase 10?

Yes. Mattel's deck is for 2 to 6 players aged 7 and up. With more players there is more waiting between turns, and a round can end before you get close to finishing your phase.

Game facts

Designed by
Kenneth Johnson
Publisher
Mattel (originally Fundex Games)
In India
Mattel Toys (India) Pvt. Ltd., Mumbai (named as manufacturer on an Indian listing)
First published
1982
Players
2–6
Barcode
746775060817
Language
Little reading – The cards show only numbers, colours and the words Wild and Skip. The list of ten phases is in English, so someone should explain it once; after that, no reading is needed.
Awards
National Toy Hall of Fame (The Strong National Museum of Play, USA), 2024 (Inducted)
Sources & photo creditsThe references behind this guide.