WILD CARDS: A Wild card may be used in place of any number card, or may be used as any color, in order to complete a Phase.

Example: You want to make a run of four, but only have cards numbered 3, 4, & 6. You may use a Wild card as a 5 to complete the run. Or, say you have 6 green cards and need one more. You may use a Wild card in place of another green.

You may use any number of Wild cards, but you must use at least one (1) natural card when you lay down a Phase.

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 discard pile is started with a Wild card, it may be picked up in play like any other card.

LAYING DOWN A PHASE

If, during your turn, you’re able to make a Phase with the cards in your hand,

lay down the Phase face-up on the table before discarding.

Example: You’re trying to make Phase 1. You have three 5s and two 7s, then you draw another 7. You now have two sets of 3, so you may lay them down.

You may not lay down parts of a Phase unless you have the complete Phase.

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.

Example: You lay down three 5s and three 7s to make Phase 1. You have two more 5s in hand and may immediately ”Hit” on your Phase with the two 5s, all in the same turn. Another player making Phase 1 lays down three 6s and three 8s. This player also has three 10s in hand, but may not lay them down because Phase 1 requires exactly 2 sets.

Only one Phase can be made per hand.

You must make the Phase designated by the space you occupy on the game board, regardless if you hold the makings of a different Phase.

A Phase is considered complete as soon as you lay it down. You do not need to win the hand in order to receive credit for the Phase. Often, several different players will complete a Phase during the same hand.

HITTING

Hitting is the way to get rid of leftover cards after laying down a Phase.

You “hit” by putting a card directly on a Phase that’s already laid down.

The card must properly fit with the cards already down.

Example: You may add one or more 4s to any existing set of 4s. You could add a 2 to an existing run of 3-4-5-6. You could also add a 7 and an 8 to this run, if you have them. You may add one or more green cards to another player’s seven green cards in Phase 8. You may also add a Wild card to any of these card situations.

IMPORTANT: 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. As soon as any player Goes Out, the hand is finished and pawns are moved.

PAWN MOVEMENT

Everyone moves their own pawn after each hand:

Move 3 spaces if you “Go Out.”

Move 2 spaces if you completed your Phase, but did not get rid of all of your cards.

Move 1 space even if you did not complete your Phase

(except when you’re on the Phase 10 space).

GAME BOARD SPACES

If you land on a numbered space, the number designates the Phase you must lay down.

Example: If you land on a space marked with a “3,” you will try to complete Phase 3, If you land on a space marked with a “7,” you will try to complete Phase 7.

If you land on the PHASE 10 Space…

The 10th Phase space on the game board is colored RED and is different than other game board spaces: you do not move 1 space while on it… you must lay down your Phase, in order to move past the Phase 10 space. You may skip over the 10th Phase space by earning a 2 or 3-space move from one of the two preceding spaces.

If you land on a TWIST Space…

After the next hand has been dealt and you’ve reviewed your cards, you may:

Choose to complete one of the two Phases that are on either side of your Twist space on the board

-OR-

Draw a Twist Phase card from the Twist card holder

If you draw a Twist Card, you must make the Phase it designates, which will be one of the following:

1)3 sets of 3

2)4 sets of 2

3)1 set of 5 + 1 run of 4

4)2 sets of 3 + 1 run of 3

5)1 set of 3 + 1 run of 6

6)2 runs of 4

7)4 cards of one color + 1 run of 4

8)1 run of 5 of one color

9)8 cards of one color

10)9 cards of one color

There is a risk and potential reward to taking a Twist Phase card:

The Risk – if you don’t complete (lay down) the designated Twist Phase before the hand is finished, you’ll have to move backward 1 space.

The Reward – you get to double the usual moves:

Complete your Twist phase and move 4 spaces instead of 2.

Go Out on your Twist Phase and move 6 spaces instead 3.

You don’t have to reveal what Twist Phase you are trying to complete until after you lay it down. There are no extra moves awarded for selecting either of the Phases that are on either side of the Twist space; you simply advance from the Twist space as noted in the Pawn Movement section.

WINNING

If you’re the first player to move past Phase 10, you win! If more than one player moves past Phase 10 at the same time, the player who Goes Out during that last round of play, is the winner. If there’s a tie (2 players lay down but don’t Go Out), then, each player totals the value of each number card remaining in their hand. The player with the lowest total is the winner. (Skips count as 15 points. Wild cards count as 25 points.)

©2007 Fundex Games, Ltd.

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Fundex Games Phase 10 Twist Laying Down a Phase, Hitting, Going OUT / Finishing a Hand, Pawn Movement, Game Board Spaces