470

Phase 10 is a complex, engrossing card game from Magmic.  You can tell there was real care in making a high quality, fun game that has serious lasting potential.  If you like Rummy you're going to love this.  Magmic's instructions say:

Like Rummy, but with challenging and exciting twists!
Complete each of the 10 phases before the other players do.

Phases
Each phase has different requirements that you must meet, including runs, ses and 'cards of one color'.
- Run: a group of cards in sequence for example 3-4-5-6 or 9-10-11-12. A run can't go beyond 12. For example, you can't combine 11-12-1-2.
- Set: a group of cards with the same number value.
- Cards of one color: a group of cards with the same color.

The 10 phases are:

1. 2 sets of 3
2. 1 set of 3 + 1 run of 4
3. 1 set of 4 + 1 run of 4
4. 1 run of 7
5. 1 run of 8
6. 1 run of 9
7. 2 sets of 4
8. 7 cards of 1 color
9. 1 set of 5 + 1 set of 2
10. 1 set of 5 + 1 set of 3

Playing a Phase
To play a phase, you must place face up, all of the cards necessary to meet the requirements of that phase.
You must play entire phase in one turn.

Dealing
Each player receiver 10 cards. The remaining cards are the draw deck. The top card of the draw deck is turned face up to start the discard pile.
The player to the left of the dealer starts.

Playing a Turn
To start, pick up the top card from either the draw deck or the discard pile. If you have the right cards to complete your phase, you can play that phase. If you have already played the phase, you can hit any phase until you're unable to carry on. To finish a turn, place a card on the discard pile.

Hitting a Phase
To hit a phase, you add more cards to any phase that has already been completed, yours or an opponent's. You place face up, cards that also meet that phase's requirements:
- to hit a set, the card must be the same number value
- to hit a run, the card must continue the run in either direction (eg. if the run is 3-4-5-6, then place either a 2 r 7)
- to hit 'cards of one color', the card must be the same color

Wild Cards
A Wild Card can repesent any card in the deck. You can use Wild Cards to complete a phase, but remember that, in any group, there must be a least one natural card. For example, to complete a set of 3, you can place 6-Wild-Wild.

Skip Card

A skip card forces a player to skip their next turn. A Skip card can't be picked up from the discard pile. If you discard a Skip card, you can apply the "skip" to any player. If a player has to skip his/her next turn, you can't apply another Skip card to that player until the current skip has occured. If a hand begins with a skip card as the discard pile, then the first player skips that turn. Completing a Hand
The hand ends when a player runs out of cards. If you completed your phase, then for the next hand, you'll work on the next phase. If you didn't complete a phase, then for the next hand, you'll try again to complete the current phase.

Scoring
Any cards left in your hand, when the hand is finished, are added to your running total.
Card values:
- 5 points for card numbered 1-9
- 10 points for each card numbered 10-12
- 15 points for each Skip card
- 25 points for each Wild card

Winning
At the end of a hand, the winner is the player who completed Phase 10. If more than one player completed phase 10, the player with the fewest points wins. If it's still a tie, contenders break the tie with a new game of Phase 10!
www.magmic.com
100%
 

 
AddThis Social Bookmark Button
(0 votes)
< Prev   Next >
 
Action (62)
Adventure (10)
Arcade (30)
Card (15)
Casino (26)
Other (80)
Puzzle (108)
Quiz (10)
Racing (4)
RPG (3)
Shooting (12)
Sports (6)
Strategy (104)
All Categories (470)
 


This website is not owned by, licensed by or a subsidiary of Apple Computer Inc.
The content of this website is not supplied or reviewed by Apple Computer, Inc.
iPhone, iPod and iTunes are trademarks of Apple Computer Inc. registered in the U.S. and other countries.

Site Map

© 2008 iPhoneGaming.com - 450+ Free iPhone Games
Joomla! is Free Software released under the GNU/GPL License.