Spielkarten (je zweimal die Werte 1 - 12 in. 4 Farben, 4 Karten „Aussetzen“ und 8 Joker),. 6 Übersichtskarten. Zusätzlich werden ein Blatt Papier und ein Stift. deckwashguys.com › Phase 10 - Karten. Wir beschreiben ein weit verbreitetes Spiel: Phase 10 Master. Punkte für zweistellige Zahlenkarten und 20 für alle blauen Karten und Joker.
Phase 10 Spieledeckwashguys.com › Phase 10 - Karten. Phase 10 Spielanleitung: wichtigste Regeln. Die wichtigsten Regeln sind die für den Joker und die Aussetzen-Karte: Der Joker, eine Karte mit. in phase zehn darf man nie joker austauschen, egal unter welchen umständen!
Phase 10 Joker Super Wild Phase 10 VideoViral Star RIZXSTAR'S Attitude Videos - Joker Tiktok Videos Of May 2020
Only play if you have absolutely nothing to do in the next 4 to 5 hours. Jeff Presley's group has modified these rules by marking one of the existing wild cards as "Super Wild" and one of the existing skip cards as "Super Skip".
There are players. Take all of the "phase" cards, shuffle them together and deal them out, 10 to each player. You dont get to look through them or choose which one to use: you turn up your first phase card and that is the one you need to complete.
Once you discard or play it down, you can choose anyone to lose their turn. Wild Card — This is the most powerful card of all, and a life saver.
You can use a Wild card to replace any card in your Phase, even though you lack that number or color. Any number of Wild cards can be played down on your turn if you have them, as long as you have a single normal card to lay down when you form your Phase.
Once a Wild card is laid down as part of a Phase, it cannot be picked up and re-used elsewhere. If turned up at the beginning to form the Discard pile , the first player to start can pick it up.
What is a Phase? A Phase is a combination of cards that fulfils the Phase criteria for the particular player, which the player lays down in front of them in view of the other players.
According to Phase 10 rules, the official 10 Phases are:. For those Phases which require more than 2 combinations, e. Phase 1, you must have all the cards in hand ready to form BOTH combinations, before you lay them down; one combination is not enough, neither are any partial Phases acceptable.
Den Regeln für das einfache Kartenspiel zufolge, zählen die Kartenwerte wie folgt:. Wenn der Joker zuletzt angelegt und eine Runde dadurch beendet wird, zählen die anderen Spieler ihre auf der Hand verbliebenen Karten, nach dem erwähnten Punktesystem.
Wenn ich bspw. Phase 1 auslege und 2 Drillinge ablege — kann ich dann auch einen dritten Drilling ablegen, damit ich meine karten loswerde und die Runde gewinne?
Nachdem die jeweilige Phase abgeschlossen wurde, kann die Runde mit jedem möglichen Zug beendet werden. Das Beispiel würde also den Regeln entsprechen.
Also keine dritten Drilling ablegen. Nur durch Anlegen an bereits vorhande Karten kann die Phas,e nach den ursprünglichen Regeln, abgeschlossen werden.
Ein Auslegen von einem weiteren separaten Drilling wäre also nicht Standardregel konform. Zu Phase 1 Wenn ich einen Drilling auslege und damit ein bsw.
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Mattel Games. The top card is flipped over beside it, face-up, this is the discard pile. The first player that goes out is the winner of that hand.
The deal moves to the left at the beginning of a new hand. Cards are gathered, reshuffled, and hands re-dealt.
If you hit you can get rid of 2 cards in hand during a turn. This can be a strategic measure to use if you wish to be the first player to discard all your cards first that hand.
Being the first player to go out in a round means you get to advance to the next phase and hand. Also, players who had cards remaining in their hand must add them up.
If at the end of a round there is only one player to complete phase 10, they are the winner. Scrum halves form the all-important link between the forwards and the backs.
They are relatively small but with a high degree of vision, the ability to react to situations very quickly, and good handling skills. They are often the first tackler in defence and are behind every scrum, maul or ruck to get the ball out and maintain movement.
They put the ball into the scrum and collect it afterwards. Scrum halves generally also act as "receiver" in the line-out to catch the ball knocked down by the forwards.
The receiver is a member of the line-out and so stands within 10 metres of it and may join the line once the ball is thrown.
A person who is delegated with the task of choosing players for a team. Typically the term is used in the context of team selection for a national, county, state or provincial representative side, where the selector, or "selection panel", act under the authority of the relevant national or provincial administrative body.
Where players who are on the ground on the opposition side of the ruck do not move away quickly enough, players on their feet may be tempted to "help" them move by pushing them away with their boots.
This potentially dangerous act is illegal and if done deliberately or recklessly may result in penalties and yellow or red cards.
The notional area where a player must remain for a minimum of ten minutes after being shown a yellow card. In high level games, the sin bin is monitored by the fourth official.
Sipi Tau is a Tongan war dance performed by the Tonga national team before each of their international matches.
Siva Tau is a Samoan war dance performed by the Samoa national team before each of their international matches. A spear tackle is a dangerous tackle in which a player is picked up by the tackler and turned so that they are upside down.
The tackler then drops or drives the player into the ground often head, neck or shoulder first. Spear tackles are particularly dangerous and have caused serious injury, including spinal damage, dislocations and broken bones in the shoulder or neck.
On rare occasion, even death can occur. Spear tackles are taken very seriously by the various Union disciplinary committees and can result in lengthy playing bans.
Stellenbosch Laws. The trials ended in late , with the IRB choosing to adopt roughly half of the proposed changes. A tap kick is a type of kick used by players at penalties or free kicks to meet the regulation that requires the ball must be kicked a visible distance before a player may pass or run with it.
In a tap kick, the player momentarily releases the ball from his hands and taps it with his foot or lower leg and then quickly catches it again.
The player will then generally try to run forward with the ball. Despite its name, a tap tackle is a not actually a tackle as the ball carrier is brought to ground by a form of trip, is not actually held on the ground and may attempt to get up and continue to run.
A tap tackle is used when a defending player is unable to get close enough to the ball carrier but is able to dive at the other player's feet and, with outstretched arm, deliver a tap or hook to the player's foot or feet causing the player to stumble.
At speed, this will often be sufficient to bring the ball-carrier down, allowing a teammate of the tackling player to retrieve the ball or provide sufficient delay for the defending team to organise a defence.
The Ten Metre Law is a form of offside which is designed to prevent injury to a defending player who attempts to catch a ball that has been kicked ahead by the attacking side.
In the normal Law of Offside in open play, it is possible for an offside player to be put onside by actions of the opposing team.
The tight head prop is the player who takes the right-hand position on the front row of the scrum. A tight head prop traditionally wears the number 3 shirt.
He is named the tight head since in the scrum he will have an opposition player bind to both his left- and right-hand sides, meaning his head is unexposed to the side of the scrum, as opposed to the loose head, whose left-hand side is exposed.
Television match official TMO , commonly called the video referee. Touch is the area outside and including the two touch-lines which define the sides of the playing area.
As the touch-lines are not part of the playing area they are part of touch. The ball, and players carrying the ball, are not considered to be in touch until they touch the floor.
The touch judge is an official who monitors the touch-line and raises a flag if the ball or player carrying it goes into touch.
Touch judges also stand behind the posts to confirm that a goal has been scored following a penalty kick or conversion of a try.
A colloquial term for an accidental obstruction. Once the ball carrier leaves the maul, the maul is over, and if the ball carrier's teammates are in front of the ball carrier and prevent defending players from making a tackle, the defending team will be awarded a scrum.
If the incident of truck and trailer is judged to be deliberate or the latest in a series of similar infringements, a penalty may be awarded instead.
This is the primary method of scoring. A try is worth five points. It is scored when a player places the ball on the ground with downward pressure in the in-goal area between and including the goal-line and up to but not including dead ball line of the opposition's half.
As the goal posts and post protectors are also part of the goal-line, touching the ball down against the base of these is also a try. There is no such thing as an "own try".
If you touch the ball down in your own in-goal area, it results in a twenty-two metre drop out or a five-metre scrum. When a scrum is formed, the gap between the legs of the three players from each team who form the 'front row' is called the 'tunnel'.
When a team concedes possession of the ball, particularly at the breakdown, they are said to have turned the ball over to the other team. This can happen due to defending players stealing the ball from an isolated attacker, counter rucking , a knock on , an intercepted pass or the ball not emerging from a maul wherein the referee awards the scrum feed to the opposing team.
A drop kick is taken from behind the 22m line if a team touches down in its own in-goal area but did not carry the ball over the try line, or if the ball is kicked over the dead ball line from any other play other than the kick-off.
The ball only needs to cross the line, but if it goes directly into touch a scrum is awarded to the receiving team at the centre-point of the 22m line.
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.Phase 10 If a "Skip" card is turned over on the initial discard pile then the player to the immediate left is skipped. Phase 10 Twist If a "Skip" card is turned over on the initial discard pile then another card is turned over to cover that card. Wild Cards Edit. A "Wild " card may be used in place of a number card in order to complete a Phase. A Joker card '*' may be used to replace a number card and can also be used as any color to complete any phase. Skip cards have only one purpose: to make another player lose their turn. To use it, give the card to the player you want to lose their turn. It is a collection of variations of the proprietary card game, Phase Phase 10 is a commercial version of the traditional card game Contract Rummy, but while Contract Rummy is played with standard playing-cards, Phase 10 uses special cards and has a somewhat different sequence of contracts. Phase 10 + 10; Super Wild Phase 10; Mixed Up Masters. Great deals on Phase 10 Card Games & Poker. Expand your options of fun home activities with the largest online selection at deckwashguys.com Fast & Free shipping on many items!. Phase 10 is a card game created in by Kenneth Johnson and sold by Mattel, which purchased the rights from Fundex Games in Phase 10 is based on a variant of rummy known as Liverpool rummy, and is a member of the contract rummy family. Once you have completed and laid down your phase you must attempt to play out the remaining cards in your hand. At the start of Das Erste Online turn, a player can retrieve any card from their "save" pile into their hand instead of drawing from the stock or discard pile. Hitting is the way to get rid of leftover cards after making a Phase. Phase 10 Dice is dice game inspired T Online Spiele Kostenlos 3 Gewinnt Phase 10 and also published by Fundex Games. Karten aus Phase 10 Fundex-Ausgabe. Phasen tauschen von Astrid W. Nachdem Mystic Mahj Karte gezogen wurde, legt der Spieler eine Karten offen neben den Stapel ab. Die Jokerkarte macht ihrem Namen alle Ehre. Denn sie kann jede beliebige Zahl oder Farbe einer fehlenden Karte annehmen. Dabei kann der Joker sowohl für. Zudem existieren Joker-Karten(*) sowie Karten, die, wenn einem beliebigen Mitspieler gegeben, diesen eine Runde aussetzen lassen. Wer die Phase erfüllt, legt. Phase 10 Spielanleitung: wichtigste Regeln. Die wichtigsten Regeln sind die für den Joker und die Aussetzen-Karte: Der Joker, eine Karte mit. Zahlreiche. Joker und besondere Aktionskarten helfen den Spielern, ihre Aufgaben möglichst schnell zu erfüllen. Wer zuerst alle 10 Phasen geschafft hat.