Phase 10 score sheet
Two numbers a hand: which phase you got down, and what the cards left in your hand cost you. The pad keeps them side by side per player, prints the ten phases beside the grid, and knows that finishing the tenth is what wins — the points only settle a tie.
Keep score in the browser
The grid below is the sheet. Type into it and the totals, bonuses and thresholds are applied as you go; press Print at any point and the paper version comes out with whatever is in the boxes.
Names and scores stay in this browser and nothing is uploaded. Where a game has competing conventions the sheet says which one it applies. Check this before you rely on it. This score sheet and scorekeeper is provided free and without warranty, and its results are not professional advice.
Phase 10 score sheet
Date ____________
| Score | Player 1 | Player 2 | Player 3 | Player 4 | ||||
|---|---|---|---|---|---|---|---|---|
| Phase | Cards left | Phase | Cards left | Phase | Cards left | Phase | Cards left | |
| Hand 1 | ||||||||
| Hand 1 | ||||||||
| Hand 2 | ||||||||
| Hand 2 | ||||||||
| Hand 3 | ||||||||
| Hand 3 | ||||||||
| Hand 4 | ||||||||
| Hand 4 | ||||||||
| Hand 5 | ||||||||
| Hand 5 | ||||||||
| Hand 6 | ||||||||
| Hand 6 | ||||||||
| Hand 7 | ||||||||
| Hand 7 | ||||||||
| Hand 8 | ||||||||
| Hand 8 | ||||||||
| Hand 9 | ||||||||
| Hand 9 | ||||||||
| Hand 10 | ||||||||
| Hand 10 | ||||||||
| Hand 11 | ||||||||
| Hand 11 | ||||||||
| Hand 12 | ||||||||
| Hand 12 | ||||||||
| Total | ||||||||
The ten phases, in order
- 1 Two sets of three
- 2 One set of three and a run of four
- 3 One set of four and a run of four
- 4 A run of seven
- 5 A run of eight
- 6 A run of nine
- 7 Two sets of four
- 8 Seven cards of one colour
- 9 One set of five and a set of two
- 10 One set of five and a set of three
Two numbers a hand: the phase you reached, and what the cards in your hand cost you.
Phase 10 is a trademark of its owner. This sheet is an independent one made for people who play the game; it is not published, licensed or endorsed by the trademark owner, and the name is used only to say which game it is for.
What did that hand cost?
List the cards you were caught with. Numbers can be written as they are, a skip as SKIP and a wild as WILD; the two of them together are worth eight low cards, which is why they are listed separately.
A worked example
Caught with a twelve, an eleven, a seven, a skip and a wild when somebody else went out.
| What happened | Points |
|---|---|
| Two cards of ten or more, at 10 each | 20 |
| One card under ten, at 5 | 5 |
| A skip at 15 and a wild at 25 | 40 |
| Total against you | 65 |
Two columns per player, because two things are tracked
Most pads sold for this game record points and nothing else, which loses the more important half. What decides the game is progress through the ten phases; points exist only to separate two people who arrive at the end together. So each player here gets a narrow phase column beside their score column, and the phase reached is written in it every hand.
Kept that way, the standings are readable at a glance and mid-game arguments about who is on phase seven evaporate. It also survives an interrupted evening, which a points-only pad does not: a column of numbers tells you nothing about what anybody still has to build.
What the cards in your hand cost
Anything numbered nine or below is five points. Ten, eleven and twelve are ten. A skip is fifteen and a wild is twenty-five. Those last two are the ones that hurt — holding a single wild at the wrong moment is worth five low cards — and they are the reason a hand that looked harmless can add forty in one line.
The card cost applies whether or not you got your phase down. Completing a phase and then being caught with a fistful is entirely normal, and it is why the leader on phases is often not the leader on points. Both facts are visible on this pad simultaneously, which is the entire reason it has the shape it has.
How the game actually ends
The first player to complete the tenth phase wins outright the moment the hand finishes. If two people finish it in the same hand, the lower points total takes it, and if that is level as well the usual practice is to play one more hand with both of them attempting the tenth again.
The keeper applies that order rather than simply reporting a low score, so it will not crown somebody sitting on eleven points who is still stuck on phase six. The ten phases are printed beside the grid too, in order, which saves the box lid being passed around every few minutes.
Common questions
Do you have to complete the phases in order?
In the standard game, yes — you attempt phase one until you get it down, then phase two, and so on. A common variant lets a player choose any phase they have not yet completed, which the pad handles without changes since it simply records whichever number you reached.
What happens if a player does not complete their phase?
They stay on it for the next hand and still count the cards in their hand as points. Write the same phase number again on the next row; seeing it repeat is a useful record of how badly a hand went.
How many players and how many hands fit?
Up to four columns are drawn, each holding a phase and a score, and there is room for twelve hands. Games rarely run longer, but a second sheet continues one cleanly since only the two column totals need carrying over.
Is a low score or a high phase the thing that wins?
The phase, without exception. Points are a tie-break between players who finish the tenth phase in the same hand and have no other role. The keeper follows that order and will say so if a low scorer is not actually in contention.
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