Phase to play next handOne more than the phases you have completed, and never above the tenth. It answers the question asked at the start of every hand.
Phases completedCounts the hands where your Phase made box is filled in. The first column to reach 10 is marked; on the short-game sheet the mark comes at 5.
Points against you (tie-break)Every hand's points added together. It matters only when two players finish their last phase in the same hand: the lower total wins.
Ten-phase handOne numbered row per hand, 19 in all, with two small boxes. Phase made takes the number of the phase you laid down, or stays blank if you missed it. Points takes the cards left in your hand, 0 if you went out.
Show all 39 lines (35 more)
Ten-round version: one phase per round 11
Round 1: two sets of 3Everyone plays for two sets of 3: two groups of three cards of the same number, such as three 4s and three 9s. Both sets may be the same number. Write the points left in your hand, or 0 if you went out.
Round 2: set of 3 + run of 4Everyone plays for a set of 3 and a run of 4, such as 5-6-7-8, whatever happened in round 1. Colors do not matter in a set or a run.
Round 3: set of 4 + run of 4A set of 4 and a run of 4 for everyone. Two cards are left over once it is down.
Round 4: run of 7A run of 7 for everyone. Every such run passes through 6 and 7.
Round 5: run of 8A run of 8 for everyone. Every such run passes through 5, 6, 7 and 8.
Round 6: run of 9A run of 9 for everyone, which leaves a single card in your hand once it is down.
Round 7: two sets of 4Two sets of 4 for everyone. There are eight of each number in the deck.
Round 8: 7 cards of one colorSeven cards of one color for everyone, in any order. A wild card counts as any color.
Round 9: set of 5 + set of 2A set of 5 and a set of 2 for everyone.
Round 10: set of 5 + set of 3The last round: a set of 5 and a set of 3. After it, the lowest total wins.
Ten-round total: lowest winsAll ten rounds added together. In this version nobody repeats a phase, so the points decide everything.
The ten phases, in order 10
1st phase: two sets of 3
2nd phase: set of 3 + run of 4
3rd phase: set of 4 + run of 4
4th phase: run of 7
5th phase: run of 8
6th phase: run of 9
7th phase: two sets of 4
8th phase: 7 cards of one color
9th phase: set of 5 + set of 2
10th phase: set of 5 + set of 3
Card values for cards left in hand 4
Each 10, 11 or 12 left in hand
Each card numbered 1 to 9 left in hand
Each skip card left in hand
Each wild card left in hand
Rulings and variations 10
A full deck: 96 numbered, 8 wild, 4 skipTwo each of 1 to 12 in four colors make the 96. With the wild and skip cards that is 108 cards in play, dealt 10 to each of 2 to 6 players.
Only cards still in your hand countThe player who goes out scores 0. Cards laid down in a phase, or hit onto any phase on the table, cost nothing.
Phase credit: on the table when the hand endsA phase counts once it is laid down; going out is not needed. Miss it and you try the same phase next hand.
Set, run and one color, definedA set is cards of the same number in any colors. A run is cards in number order in any colors. Cards of one color need no order. The whole phase must be in your hand before any of it is laid down.
Shorter game: agree on 5 or 7 phasesA variation in the publisher's rules. Decide before the deal how many phases win the game. Everything else stays the same.
Skip cards: discard onlyA skip card is discarded to make one player lose a turn. It never goes into a phase, cannot be taken from the discard pile, and cannot hit the same player two turns running.
Ten-round version: everyone moves upA variation in the publisher's rules. All players try the first phase in round 1, the second in round 2 and so on, finished or not. After ten rounds the lowest total wins.
Two players finish the tenth phase togetherThe one with fewer points against them wins. If the points are level as well, the tied players replay the tenth phase and the first to go out wins.
Wild cards inside a phaseA phase may hold any number of wild cards as long as it has at least one numbered card. Once played, a wild card stays where it is until the hand ends.
Worst possible hand: 230All eight wild cards and two skip cards. Ten numbered cards with nothing laid down cost between 50 and 100, and every hand total is a multiple of 5.
How this list was compiled: Sheet layout, row notes and worked figures written for this site. The ten phases, the four card values, the deck, the deal, credit for a phase, the tie rule, the wild and skip card rulings and both variations were checked on 2026-10-03 against the publisher's own instruction sheet at https://service.mattel.com/instruction_sheets/W4729-Eng.pdf (sheet W4729-0970). The English Wikipedia article on the boxed game was read the same day for the players, the aim and the tie rule; it lists neither the phases nor the card values, so those rest on the publisher's sheet. The 230 ceiling, the 50 to 100 range, the multiples of 5, the cards each phase uses and the numbers every long run must pass through are our arithmetic on that deck. The ten phases are stated in our own shorthand. No rulebook wording, card art or logo is used. Licence: own work
How it works
This ten-phase rummy score sheet takes two numbers a hand: the phase you laid down and the points left in your hand. It counts phases and totals points. It follows the card game sold as Phase 10 and has no tie to its publisher.
Read the full guide
Two boxes a hand
Type each name over a column heading; the + after the last one seats up to six. After a hand, Phase made takes the number of the phase you laid down, or stays blank if you missed it. Points takes the cards left in your hand, and whoever went out types 0. The first column to reach 10 completed phases is marked. The sheet holds 19 hands.
Card values: what a bad hand costs
Cards 1 to 9 cost 5 each, 10 to 12 cost 10, a skip card 15 and a wild card 25. Only cards still in your hand count. The worst possible hand is 230: eight wild cards and two skip cards. Ten numbered cards with nothing laid down cost 50 to 100.
Print blank sheet puts 19 hands, the ten phases and the card values on one page of Letter or A4.
The Sheet list has Ten rounds, lowest score wins, where everyone moves up each round, and Short game: first to 5 phases.
Every run of 7 passes through 6 and 7, and every run of 9 through 4 to 9. Hold the middle numbers.
Questions and answers
Does the publisher of the boxed game make this sheet?
No. The sheet was drawn for this site; the company that sells the boxed game neither made it nor approved it. The ten phases, the card values and the tie rule were checked against the publisher's instruction sheet. It scores the card game only, not the dice version.
Do you have to go out to complete a phase?
No. You get credit as soon as your phase is laid down, so several players can move up in the same hand. Going out ends the hand and earns you 0 points. Anyone who missed tries the same phase again next hand.
Who wins if two players finish the last phase together?
The player with fewer points against them, which is why the sheet keeps that total. If the points are level too, those players replay the tenth phase and the first to go out wins.