Ten-Phase Rummy Score Sheet That Tracks Every Phase

Phase made and points for every hand, with the ten phases and the card values printed below.

Standard game: all ten phases: a column for each player. Totals fill in as scores are typed.
Round
Ten-phase hand 1Points: 5 for each card numbered 1 to 9 left in your hand, 10 for each 10, 11 or 12, 15 for a skip card, 25 for a wild card, and 0 if you went out. Phase made: the phase you laid down this hand, 1 to 10, or blank. Only the points are added up.
Ten-phase hand 2
Ten-phase hand 3
Ten-phase hand 4
Ten-phase hand 5
Ten-phase hand 6
Ten-phase hand 7
Ten-phase hand 8
Ten-phase hand 9
Ten-phase hand 10
Ten-phase hand 11
Ten-phase hand 12
Ten-phase hand 13
Ten-phase hand 14
Ten-phase hand 15
Ten-phase hand 16
Ten-phase hand 17
Ten-phase hand 18
Ten-phase hand 19
Ten-phase hand 20
Ten-phase hand 21
Ten-phase hand 22
Ten-phase hand 23
Ten-phase hand 24
Phases completed: 10 ends the gameHands with a phase laid down
Phase to play next handPhases completed plus 1
Points against you (tie-break, low is good)

Scoring key

1st phase: 2 sets of 3 6 cards
Two groups of three cards of the same number, such as three 7s and three 10s. Both sets may be the same number.
2nd phase: 1 set of 3 + 1 run of 4 7 cards
Three of one number plus four cards in number order, such as 3-4-5-6. Colors do not matter in a set or a run.
3rd phase: 1 set of 4 + 1 run of 4 8 cards
Four of one number plus a run of four. Eight of your ten cards, so two are left to hit with.
4th phase: 1 run of 7 7 cards
Seven cards in number order, any colors. With only 1 to 12 in the deck, every run of 7 passes through 6 and 7.
5th phase: 1 run of 8 8 cards
Eight cards in number order. Every run of 8 passes through 5, 6, 7 and 8.
6th phase: 1 run of 9 9 cards
Nine cards in number order, which leaves one card in your hand. Every run of 9 passes through 4 to 9.
7th phase: 2 sets of 4 8 cards
Two groups of four cards of the same number. There are eight of each number in the deck, two in each color.
8th phase: 7 cards of 1 color 7 cards
Seven cards of one color in any order; the numbers do not matter. A wild card counts as any color.
9th phase: 1 set of 5 + 1 set of 2 7 cards
Five of one number and two of another.
10th phase: 1 set of 5 + 1 set of 3 8 cards
Five of one number and three of another. Finishing it ends the game once that hand has been played out.
Each card numbered 1 to 9 left in hand 5
The cheapest cards to be caught with. 72 of the 96 numbered cards are worth 5.
Each 10, 11 or 12 left in hand 10
Double the low cards. When a hand is going badly, these are the ones to discard first.
Each skip card left in hand 15
A skip card cannot go into a phase, so play it on someone before the hand ends.
Each wild card left in hand 25
The most expensive card to hold. Two of them cost as much as ten low cards.
Phase credit: on the table when the hand ends
You earn the phase the moment it is laid down; you do not have to go out. Miss it and you try the same phase again next hand, so players are often on different phases.
Only cards still in your hand count
The player who goes out scores 0. Cards laid down in a phase, or hit onto any phase on the table, cost nothing.
Two players finish the tenth phase together
The 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 phase
A 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.
Skip cards: discard only
A 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.

How each row scores

Ten-phase hand
Points: 5 for each card numbered 1 to 9 left in your hand, 10 for each 10, 11 or 12, 15 for a skip card, 25 for a wild card, and 0 if you went out. Phase made: the phase you laid down this hand, 1 to 10, or blank. Only the points are added up.
Phases completed: 10 ends the game
Hands with a phase laid down
Phase to play next hand
Phases completed plus 1

Type a score and the totals fill in. Highest total wins. First to 10 wins.

Names and scores stay in this browser until you press New game.

Ten-Phase Rummy Score Sheet That Tracks Every Phase: how it works

This ten-phase rummy score sheet is for the card game sold as Phase 10. After each hand, type the phase you laid down and the points left in your hand. The sheet counts completed phases, shows your next phase and totals the points that settle a tie. It doubles as a free printable score sheet for 2 to 6 players.

How to use the score sheet, hand by hand

Press Add a player until everyone has a column, then rename the headings. After each hand, every player fills two 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, and whoever went out types 0. The first column to reach 10 completed phases is marked.

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.

Tips

  • Print blank sheet prints 24 hands for 6 players with the ten phases and card values underneath. For a score sheet PDF, choose Save as PDF in the print dialog.
  • Ten rounds, lowest score wins moves everyone up a phase each round, and Short game: first to 5 phases marks the winner at 5.
  • Every run of 7 passes through 6 and 7, and every run of 9 through 4 to 9. Hold the middle numbers and discard 11s and 12s first.

Questions and answers

Is this the official Phase 10 score sheet?

No. It is an original card game score sheet, not made or endorsed by the company that sells the boxed game. The phases, card values and tie rule were checked against the publisher's instruction sheet. It covers the card game only; for a dice score sheet, try yacht dice or farkle.

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 still holding their phase tries it again next hand and pays for every card.

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. The sheet cannot break the tie, so compare the points row.

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Hand rows and totals 4

  • Phase to play next hand One more than the phases you have completed, and never above the tenth. It answers the question asked at the start of every hand.
  • Phases completed: 10 ends the game Counts 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, low is good) 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 hand One numbered row per hand, 24 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.

Ten-round version: one phase per round 11

  • Round 10: 1 set of 5 + 1 set of 3 The last round: a set of 5 and a set of 3. After it, the lowest total wins.
  • Round 1: 2 sets of 3 Everyone plays for 2 sets of 3. Write the points left in your hand, or 0 if you went out.
  • Round 2: 1 set of 3 + 1 run of 4 Everyone plays for a set of 3 and a run of 4, whatever happened in round 1.
  • Round 3: 1 set of 4 + 1 run of 4 A set of 4 and a run of 4 for everyone. Two cards are left over once it is down.
  • Round 4: 1 run of 7 A run of 7 for everyone. Every such run passes through 6 and 7.
  • Round 5: 1 run of 8 A run of 8 for everyone. Every such run passes through 5, 6, 7 and 8.
  • Round 6: 1 run of 9 A run of 9 for everyone, which leaves a single card in your hand once it is down.
  • Round 7: 2 sets of 4 Two sets of 4 for everyone. There are eight of each number in the deck.
  • Round 8: 7 cards of 1 color Seven cards of one color for everyone, in any order.
  • Round 9: 1 set of 5 + 1 set of 2 A set of 5 and a set of 2 for everyone.
  • Ten-round total: lowest wins All ten rounds added together. In this version nobody repeats a phase, so the points decide everything.

The ten phases, in order 10

  • 10th phase: 1 set of 5 + 1 set of 3 Five of one number and three of another. Finishing it ends the game once that hand has been played out.
  • 1st phase: 2 sets of 3 Two groups of three cards of the same number, such as three 7s and three 10s. Both sets may be the same number.
  • 2nd phase: 1 set of 3 + 1 run of 4 Three of one number plus four cards in number order, such as 3-4-5-6. Colors do not matter in a set or a run.
  • 3rd phase: 1 set of 4 + 1 run of 4 Four of one number plus a run of four. Eight of your ten cards, so two are left to hit with.
  • 4th phase: 1 run of 7 Seven cards in number order, any colors. With only 1 to 12 in the deck, every run of 7 passes through 6 and 7.
  • 5th phase: 1 run of 8 Eight cards in number order. Every run of 8 passes through 5, 6, 7 and 8.
  • 6th phase: 1 run of 9 Nine cards in number order, which leaves one card in your hand. Every run of 9 passes through 4 to 9.
  • 7th phase: 2 sets of 4 Two groups of four cards of the same number. There are eight of each number in the deck, two in each color.
  • 8th phase: 7 cards of 1 color Seven cards of one color in any order; the numbers do not matter. A wild card counts as any color.
  • 9th phase: 1 set of 5 + 1 set of 2 Five of one number and two of another.

Card values for cards left in hand 4

  • Each 10, 11 or 12 left in hand Double the low cards. When a hand is going badly, these are the ones to discard first.
  • Each card numbered 1 to 9 left in hand The cheapest cards to be caught with. 72 of the 96 numbered cards are worth 5.
  • Each skip card left in hand A skip card cannot go into a phase, so play it on someone before the hand ends.
  • Each wild card left in hand The most expensive card to hold. Two of them cost as much as ten low cards.

Rulings and variations 10

  • A full deck: 96 numbered, 8 wild, 4 skip Two 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 count The 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 ends You earn the phase the moment it is laid down; you do not have to go out. Miss it and you try the same phase again next hand, so players are often on different phases.
  • Set, run and one color, defined A 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 phases A variation in the publisher's rules. Decide before the deal how many phases win the game. Everything else stays the same.
  • Skip cards: discard only A 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 up A 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 together The 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 phase A 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: 230 All 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 by its editors in September 2026. 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 2026-09-18 against the publisher's own instruction sheet at https://service.mattel.com/instruction_sheets/W4729-Eng.pdf (sheet W4729-0970). https://en.wikipedia.org/wiki/Phase_10 was read the same day; it no longer lists the phases or the card values, so nothing here rests on it alone. 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 were worked out here from that deck. No rulebook wording, card art or logo is used. Licence: own work