- Score sheets
- Family card games
- Phase 10
Phase 10 score sheet
A free Phase 10 score sheet, and how the scoring works. When someone goes out, everyone else counts the cards left in their hand: 5, 10, 15 or 25 apiece. But points never win on their own. The first to finish Phase 10 wins, and points only break a tie.
- 2 to 6 players
- Ten phases, in order
- Ends with Phase 10
- Fewest points breaks a tie
Tabletales is free on iPhone and iPad.
This is the real Scorepad, live: Mara鈥檚 last hand going in as 15 + 5. The phases stay on the paper sheet.
Phase 10
- BGG #31421
- 45 min
A rummy-style race through ten phases (sets, runs and cards of one color), one phase per hand. The first to finish Phase 10 wins; the penalty points only matter when two or more players finish it in the same hand.
Year, players, time and rank from BoardGameGeek.
How to play Phase 10, in brief
There are 10 phases, card combinations like 2 sets of 3. Make them in order, one a hand at most; first to finish Phase 10 wins.
- Deal 10 cardsThe deck has cards 1 to 12 in four colors, plus Wilds and Skips. Deal 10 each; turn one up for the discards.
- Draw, then discardDraw from the deck or discards, then discard one. A Skip makes a player you pick lose a turn.
- Lay down your phaseHolding your whole phase, lay it down. Sets are cards of one number, runs are numbers in order, and Wilds fill in. Then you may add cards to phases on the table.
- Go outYour last card ends the hand. Players who made their phase move on; the rest try again. A hand in which someone makes Phase 10 ends the game.
Points cost you. Phases win it.
Phase 10 keeps two scores at once: the phase each player is on, and a running total of penalty points. The phase decides the game. The points only count when two or more players finish Phase 10 in the same hand.
What each card left in your hand costs
| Card | Points |
|---|---|
| 1 to 9 | 5 |
| 10, 11, 12 | 10 |
| Skip | 15 |
| Wild | 25 |
| Going outCards you laid down on the table never count | 0 |
- Score 0 for going outThe hand ends the moment someone plays or discards their last card. That player scores 0.
- Count what everyone else holds5 for each card from 1 to 9, 10 for each 10, 11 or 12, 15 for a Skip and 25 for a Wild. Add it to your total.
- Move on a phase, or try againEveryone who laid down their phase this hand moves on to the next one, whether or not they went out. Everyone else tries the same phase again.
- Finish Phase 10 to winThe game ends with the hand in which anyone lays down Phase 10. If more than one player did, the fewest total points wins; still tied, they replay Phase 10 and the first to go out wins.
Hand 11: You go out. Mara wins.
You and Mara both start the hand on Phase 10; Dev is still on Phase 8. Mara lays down five 9s and three 2s. Then You lay down Phase 10 and go out. This is hand 11 on the Scorepad above.
| Player | Cards left in hand | Hand |
|---|---|---|
| You | Phase 10 down: 7 7 7 7 7 路 11 11 11, then outWent out, nothing left | 0 |
| Mara | Phase 10 down: 9 9 9 9 9 路 2 2 2, holding a Skip and a 415 + 5 | 20 |
| Dev | Still on Phase 8, holding Wild 12 11 9 8 6 5 3 3 1A Wild, a 12, an 11 and seven low cards: 25 + 10 + 10 + 5 + 5 + 5 + 5 + 5 + 5 + 5 | 80 |
The points add up. The phases stay on paper.
Tabletales is a scorepad and scrapbook for game night. In Phase 10, type each player鈥檚 penalty points after every hand: Tabletales keeps the running totals. Track each player鈥檚 phase on the printable sheet.
- Lowest wins, By handEvery new game starts on Highest wins, so switch it to Lowest wins. Each hand gets its own row and the TOTAL line adds them up. Leave Play to a score off: the game ends on a phase, not a number.
- Count a hand on the keypadType each hand鈥檚 total, or count it card by card: a Wild, a 12 and a 3 go in as 25 + 10 + 5, and Tabletales adds it up.
- Phases stay on paperTabletales can鈥檛 track phases, and its trophy goes to the lowest total. That is the winner only if they also finished Phase 10, so the sheet has the final word. Playing Mattel鈥檚 ten-hand version? Then lowest really does win.
- And the night is keptSave it with who played and a photo from the table. Each game gets a history: how often you play it, who with, and who holds the best score.

- Everyone who was there
- Photos from the table
- Phase 10, with its scores
Common Phase 10 scoring mistakes
- Crowning whoever goes out on Phase 10If anyone else also laid down Phase 10 that hand, the fewest total points wins.
- Counting cards at face valueEvery 1 to 9 costs 5 and every 10, 11 or 12 costs 10. Skips are 15 and Wilds 25.
- Counting cards already laid downOnly the cards left in your hand count against you.
- Crowning the lowest totalA player who hasn鈥檛 finished Phase 10 can鈥檛 win, however few points they have.
Phase 10 scoring, answered
- How do you score Phase 10?
- When someone goes out, everyone else counts the cards left in their hand: 5 for each 1 to 9, 10 for each 10 to 12, 15 for a Skip and 25 for a Wild. The player who went out scores 0.
- Who wins Phase 10?
- The first player to complete Phase 10. If two or more complete it in the same hand, the one with the fewest total points wins.
- Do you have to go out to finish Phase 10?
- No. Laying Phase 10 down is enough, and the game ends when that hand ends.

Phase 10 score sheet
Print one for the table: six players and twenty hands, with a box for the phase you tried beside each hand鈥檚 points and your running total.
Score another game
Mattel鈥檚 sheet offers shorter games too: ten hands where everyone moves on a phase every hand and the lowest total wins, an agreed number of phases, or the even phases only. Rules checked on 19 October 2026 against Mattel鈥檚 rule sheet, UltraBoardGames and Wikipedia. Phase 10 is a trademark of Mattel. Tabletales is not affiliated with Mattel.
Keep score tonight. Keep the night for good.
Tabletales adds up every hand, then saves the whole night: the games, the scores, the photos and who was there.