Phase 10
Rummy with a ladder of ten goals and plenty of chances to slip a rung.
What it is
A rummy-style card game where everyone works through ten set goals in order, such as two sets of three or a run of seven. Miss your phase in a hand and you repeat it next hand, so a lead can vanish quickly. Kenneth Johnson created it in 1982, and Mattel took it over from Fundex in 2010. Best for families and card regulars who want a long game to chat over.
What we love
- Ten phases give every hand a clear job, even for new players
- Skip cards let you hold back whoever is running away with it
- Wild cards and hitting on laid-down phases keep hands from stalling
Honest trade-offs
- A full game is long, and six players can stretch it to about four hours
- The draw decides a lot, and falling behind early is hard to fix
AI summary of player sentiment
Across the tables we polled, players consistently praise the game's approachability and pacing. The most common complaint is a full game is long, and six players can stretch it to about four hours.
This summary is regenerated from new reviews each week. Astra will wire the generation job to the Vercel Cron detailed in the handoff doc.
Content advisory
No content advisory.
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