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Phase 10 Strategy Phase 10 Strategy VideoCAN I FINISH ALL *TEN* PHASES FIRST? (Phase 10)
Ebenfalls kГnnen sich die dazugehГrigen Bonusbedingungen sehen lassen, Phase 10 Strategy. - Verwandte ArtikelBeim Ziehen über das Spielbrett bildet man die Confed Cup Schiedsrichter der Felder, auf denen man landet jedes Spiel ist anders!
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This is taking longer than usual. Want to wait a bit more, or reload the game? Whoever completes his tenth phase first and then gets rid of his remaining cards, wins!
Each deck contains Joker cards which increase the suspense and help players escape a tricky situation. Die Spieler müssen ihre Züge gut planen, da sie eine Phase nur dann bilden können, wenn ihr Spielstein sich auf dem entsprechenden Feld befindet.
Sobald ein Spieler eine vollständige Phase ausgespielt hat und seine restlichen Karten losgeworden ist, endet die Runde.
Find people who want to play Phase You need between two and six people to play Phase Find a suitable playing location. You will want a big table with seats for everyone.
The game can get pretty spread out and you are dealing a whole deck so make sure everyone has enough room. Method 2 of Learn the terms relevant to the game.
These are necessary to learn before you get started playing. As you continue playing the terms will start to stick in your memory.
A set is 2 or more cards of the same number A run is 4 or more cards numbered consecutively e. However, players are only allowed to participate in hitting if they've already played their own phase for that round, and only when it's their turn.
Going out describes the action of a player getting rid of their whole hand in a round, either by hitting or by using all their cards in their phase.
As soon as any player goes out, the round ends and all players discard their cards to be shuffled and dealt for a new round.
Learn how you win the game. The winner of the round is the first one to go out, or use up all their cards. The winner of each round scores a 0.
Scoring is one of the most important parts of Phase 10, since the player with the lowest score at the end of the 10 rounds is the winner.
Scoring is calculated at the end of each round. The rest of the players gain points for the cards still in their hands. Cards numbered 1 through 9 are worth 5 points Cards numbered 10 through 12 are worth 10 points Skip cards are worth 15 points Wild cards are worth 25 points.
Recognize the 10 phases of the game. There are at least 10 rounds in Phase 10 and, consequently, 10 phases of play.
The phases are listed below. Method 3 of Shuffle and deal a deck of Phase 10 cards. This should include reference cards describing the 10 phases as well as additional cards red, 24 orange, 24 yellow, 24 green all numbered , 4 skip cards, and 8 wild cards.
Each player should receive 10 cards, which are held so that only the player holding the hand can see which cards they are.
Put the rest of the deck down in the middle of the players. This will serve as the draw pile. Turn over the top card of this pile and set it face-up next to the draw pile.
This will serve as the discard pile. Start the game with the player to the left of the dealer. This player will take the top card of either the draw pile or the discard pile, then choose one of their cards to discard.
During the first round, each player is trying complete phase 1 see above so they can go out and end the round.
The round ends and all players score and discard their current hands. Anyone who completed phase 1 in round 1 moves on to trying to complete phase 2, but anyone who could not complete phase 1 needs to do so before proceeding.
It is still possible for anyone to win, however; it all depends on who goes out and who ends up with a lot of cards. Continue playing in this manner until someone plays a phase 10 and goes out.
This person is typically considered the winner, although some people play so that the person with the fewest points wins, no matter who ends the game.
The Masters Edition also includes only two Skip cards instead of the four that the original edition contains. This makes the playable number of cards , plus the forty phase cards, for a total of cards in the box.
An alternate method of keeping track of phases played for each player to use ace though ten of a suit in regular playing cards. Same rules as Masters Edition except the player declares what phase they are completing as they lay down the phase.
In Anti-phase, you have to complete your phase in order to stay on your present phase, if you don't complete your phase you move down a phase.
In Anti-phase for others, a rule card is left in the deck and it is discarded as your last card. Then you get to name who moves down a phase It also may be discarded face down but may be picked up by the next player who can draw from the deck.
Phase 10 Dice is dice game inspired by Phase 10 and also published by Fundex Games. The goal is the same, to try to complete the phases, , in order.
Instead of cards, players each take turns rolling 10 six-sided dice, 6 marked with and the other four with and two wilds each.
In each turn the player rolls all 10 dice, then may set aside any of them and re-roll the rest up to two times, for a total of three rolls.
If they've completed a phase, the total sum of the dice used in the phase are added to their score and next turn they move on to a new phase. Like in the card game, failing to complete a set means having to try for it again next turn, and the game ends once a player finishes phase The object of Phase 10 Twist is to be the first player to complete phase 10 by moving around the game board.
Every player starts with their pawn on phase 1 on the game board. They must complete phase 1 in order to move their pawn.
There are three pawn movements; move 3 spaces if you complete the phase and discard all of your cards, move 2 spaces if you complete the phase but do not discard all of your cards, or move 1 space if you don't complete the phase.
If you land on a twist phase you can decide to play a twist phase or one of the phases on either side of the twist phase space.
If you play a twist phase the pawn movements change to 6 spaces if you complete the phase and discard all of your cards, 4 if you complete the phase but do not discard all of your cards, or move back one space if you do not complete the phase.
Arkansas Rules allows players to capitalize on the hand that is dealt if it contains most of the cards needed for an uncompleted phase.
The rule regarding completing phases in any order is similar to the commercialized "Masters Edition" of the game. In order to win, a player must complete all ten phases.
Scoring is the same as standard rules Phase Postal Rules follow the standard Phase 10 rules with two additions: 1 No player can go out play all 10 cards , thus ending the hand, until play has completed one circuit of the table and play has returned to the dealer.
The dealer is the first player who can end the hand by playing all 10 of their cards. For example, ones are wild for all players during the first hand.
During the second hand twos are wild for those players who completed phase one in the previous hand, while ones remain wild for any player not completing phase one.
This adds the challenge of remembering the wild card of the person on your left so as to not discard cards that, for them are wild, but for you are not.
This variation is called Postal Rules in honor of the group of postal employees who have played Phase 10 everyday during lunch since