Phase 10 scorekeeper
Track every player’s phase and penalty points, correct previous hands and export a saved game.
Record each completed hand
Enter two to six players. After someone goes out, enter everyone’s penalty and mark each player who laid down their current phase. That player advances exactly one phase for the next hand; others repeat theirs. Standings track progress separately from points. Expand a past hand to correct it.
Penalty card values
Cards 1–9 cost 5 each, 10–12 cost 10, Skip costs 15 and Wild costs 25. Only cards still held count. The helper below the history adds these values; copy its total into the hand. The player going out scores zero.
The ten phases
- Two sets of 3
- A set of 3 and a run of 4
- A set of 4 and a run of 4
- A run of 7
- A run of 8
- A run of 9
- Two sets of 4
- 7 cards of one color
- A set of 5 and a set of 2
- A set of 5 and a set of 3
First to finish phase 10 wins. If several finish in the same hand, lowest cumulative penalty wins. Tied finalists replay phase 10; record the first player to go out as tiebreak winner. Original card game only, excluding Masters, Dice and Flip.
Rules and independence
Rules checked October 28, 2026. Phase 10 original-game instructions. Independent companion, unaffiliated with publishers; game names and trademarks belong to their owners.