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Phase 10 directions card game
Phase 10 directions card game








You may use any number of wild cards to complete phases, as long as you have at least one “natural” card in the group. Wild cards can be used in place of any number, or any color. Turn the top card of the deck over, and place it beside the draw pile to form the discard pile. Deal 10 cards to every player, and then place the remaining cards in the center of the table. The deal now shifts to the left extensive shuffling is encouraged.Choose a dealer, and have them shuffle the deck. Once all players have no cards remaining in their hands, play is over, and counting can begin.Įach player gathers the cards in his sets and counts his points.

  • Create sets using only cards from their hand.
  • Once no cards remain in the stock pile, players may only: Play continues normally until the stock pile is empty, at which point players may no longer use the discard pile to make sets. He may not challenge Player 2's 7s with his 2, because the 7s are covered by the Ks. He may choose to discard & draw, combine the top 9 with his 9 to make a set & place it on top of his aces, place a 9-2 (or K-2) set on top of his aces, or challenge Player 2's Kings with his King or his 2. Player 2 has a set of 7s, on top of which she has a set of Kings. He has a hand of 7-K-2 and a set of Aces in front of him. Whoever wins the challenge adds the played cards to the challenged set and, if necessary, makes the set his by placing it on the top of his 'stack'.Īfter a player has made his turn, if he holds fewer than three cards, he draws until he has three, after which the defendant (if there is one) replenishes his hand the same way.Įxample: It is Player 1's turn. Obviously, this process can only occur up to three times, since the players begin the turn with only three cards each. If he so wishes, the challenger may continue the challenge by placing another similar card or wild down and restating the challenge, after which the defendant may defend in a likewise manner.
  • Give up the set, regardless of whether he can defend them.Ī challenge need not end after a single phase of challenge-defend.
  • 'Defend' the set by also placing a similar card or wild down somewhere and declaring the defence.
  • Upon being challenged, a player may do one of the following: challenge a 4-4 with another 4, a 2, or a Joker) by placing his challenge card down somewhere (in the vicinity of the challenged player) and declaring the challenge.
  • Challenge an opponent's topmost set with a similar card or wild (e.g.
  • Create a set by combining one card from his hand with the top card on the discard pile.
  • 5-5, K-K, 7-2, A-Joker, etc.) and placing them down in front of him, on top of any sets he currently has if necessary.
  • Create a 'set' by combining two like-cards from his hand (e.g.
  • Discard a card to the discard pile and pick up a card from the stock pile.
  • On a turn, a player may do one of the following: The player left of the dealer begins play, after which play moves clockwise. The remaining stock pile is placed in the middle, from which a card is drawn to begin the discard pile. Object: To gain points by creating sets and stealing other players' sets. If anyone can shed more light on the origin of Snitch and its relationship to Gharat, please let me know - John McLeod. There are no wild cards, and the scores are slightly different. It's not quite the same though - in Gharat you are dealt four cards and do not draw any more until they are all played. This game is reminiscent of the Iranian game known as Gharat (Loot). I'm not sure where he got it from, but I was wondering if you knew of any other names for the game or any similar games."Įditor's Note. At least that's what he was told its name was. Contributed by Geoff Klassen ( who writes: "A few years back, my older brother taught me a card game called Snitch.










    Phase 10 directions card game