Phase 10 Scoring Rules: Complete Guide to Keeping Score
Phase 10 is a strategic card game by Mattel in which players must complete ten specific phases. Scoring determines the final winner when multiple players complete the last phase in the same round. Learn exactly how card values, rounds and the final score work.
The 10 phases
Every player must complete the same ten phases, in order. A 'set' is a group of cards with the same number (e.g. three cards all showing 7). A 'run' is a sequence of consecutive numbers (e.g. 4-5-6-7). Wild cards can substitute for any card in a set or run.
- Phase 12 sets of 3
- Phase 21 set of 3 + 1 run of 4
- Phase 31 set of 4 + 1 run of 4
- Phase 41 run of 7
- Phase 51 run of 8
- Phase 61 run of 9
- Phase 72 sets of 4
- Phase 87 cards of one colour
- Phase 91 set of 5 + 1 set of 2
- Phase 101 set of 5 + 1 set of 3
Phase 8 is unique: you need seven cards of the same colour regardless of their number. Wild cards have no colour and do not count towards phase 8 unless substituting for a missing coloured card as a joker. Note that phases are not freely selectable — you must complete phase 1 before starting phase 2.
Card values
In Phase 10, card points are penalty points: they are added to the score of the player still holding them at the end of a round. A low score is therefore better. The card you most want to avoid holding is the wild card — 25 points is a heavy penalty if you cannot play it.
- Cards 1–91–9 pointsFace value — low numbers carry less risk
- Cards 10–1210 points eachHigher cards cost more if still held
- Skip card15 pointsPowerful but expensive if you cannot play it
- Wild card25 pointsVery versatile but the heaviest penalty card
Keep in mind that even players who do complete their phase but don't go out still must count their remaining hand cards. Only the player who went out — with an empty hand — scores zero for that round.
Rounds and points
Each round begins with ten cards being dealt to every player. The top card of the draw pile is flipped to start the discard pile. Players take turns drawing one card and discarding one. The goal is to lay down your phase and then empty your hand.
When a player goes out — plays their last card — the round ends. All remaining players lay their hand cards face up on the table and count the total point value. That total is added to their cumulative score. Players who completed their phase advance to the next phase in the coming round. Players who did not complete their phase remain on the same phase.
It is therefore possible that the player who goes out is behind on phases — they just couldn't complete their phase but still went out by discarding. Phase progress and points are two separate components of the game that both need to be tracked.
Completing a phase
You complete a phase by laying down all required cards at once on the table during your turn — after drawing a card but before discarding one. You cannot lay down part of a phase and fill in the rest later. Everything must go down at once.
After laying down your phase, on subsequent turns you may also add cards to combinations already on the table — this is called 'hitting'. This lets you get rid of extra cards and go out faster. You may only hit existing combinations on the table; you cannot start a new set or run once your phase is already laid down.
A phase that has been laid down cannot be taken back. If you make an error when laying down — for example the wrong colour in phase 8 — you must take the cards back and try again later. Always make sure your phase is complete and correct before placing it on the table.
Determining the winner
The game ends as soon as a player completes phase 10. If only one player reaches it, they are the winner. If multiple players complete phase 10 in the same round, the player with the LOWEST cumulative point score wins. This is the moment where the total score across all rounds becomes decisive.
This mechanism makes score management throughout the entire game relevant. A player who carefully keeps their hand small every round and plays wild cards quickly will be in a better position when the final round arrives than a player who always just barely goes out but with many cards in hand.
If multiple players are tied on points after the final round, the player furthest ahead on phases wins. If that is also equal, the player who went out first in the final round wins. Agree on these tiebreakers in advance to avoid confusion.
Strategy tips
Phase 10 has more strategic depth than it first appears. Here are the most effective tips for managing both your phase progress and keeping your points low:
- Complete phases earlyEvery round you fail to complete a phase, your penalty points grow. Staying on track is cheaper in the long run.
- Play wild cards strategicallyWild cards are 25 points — use them as soon as they fit your phase. Do not save them for later if you can play them now.
- Target skip cards effectivelyA skip card (15 points) is most valuable when used against the opponent closest to phase 10. Remember it also costs you 15 penalty points if unplayed.
- Track opponents' phasesKnow who is furthest ahead on phases. Skip the player closest to going out, not the one who is already behind.
An underappreciated aspect is hand management: discard high cards (10–12 and wild cards) as soon as they do not contribute to your current phase. The chance that you will need them for your next phase is smaller than the chance you will have to count them as penalty points at the end of the round.
Tracking scores with ScoreApp
Phase 10 has two dimensions to track: each player's current phase and their cumulative points. On paper this quickly becomes messy, especially with four or more players over ten rounds. ScoreApp's generic scoreboard offers a clear solution: add players, record points per round and ScoreApp calculates the running total.
Use ScoreApp's notes fields to track phase progress alongside points. You can easily add a note like '(phase 4)' next to the round score so that at the end you know which phase each player was on and how the standings look for a tiebreaker.
Open the Phase 10 Score Tracker via the link below. Enter your player names and start the first round. After each round, record the penalty points per player — the player who went out gets 0. ScoreApp automatically sorts by lowest score so the leader is always shown at the top.
Frequently asked questions
How does scoring work in Phase 10?
At the end of each round, all players who did not complete their phase count the point value of the cards remaining in their hand. Cards 1–9 are worth their face value, cards 10–12 count as 10, skip cards are worth 15 points and wild cards are worth 25 points.
Who wins Phase 10?
The player who first completes all 10 phases and has the lowest point score wins. If multiple players complete phase 10 in the same round, the player with the fewest points wins.
What are the 10 phases in Phase 10?
Phase 1: 2 sets of 3. Phase 2: 1 set of 3 + 1 run of 4. Phase 3: 1 set of 4 + 1 run of 4. Phase 4: 1 run of 7. Phase 5: 1 run of 8. Phase 6: 1 run of 9. Phase 7: 2 sets of 4. Phase 8: 7 cards of one colour. Phase 9: 1 set of 5 + 1 set of 2. Phase 10: 1 set of 5 + 1 set of 3.
Does a player advance to the next phase if they do not win the round?
No. You only advance to the next phase if you completed your current phase in that round and went out. If you did not complete the phase, you stay on the same phase in the next round.
Written by ScoreApp
Last updated May 21, 2026