![]() So that’s usually going to be a big advantage for me. It’s something that involves paying attention and memory, two things that I’m good at when it comes to games. Or it could mean they’re collecting red cards in which case it doesn’t matter whether or not you throw any more 8s! The whole concept of playing defense is pretty much out the window.įor me I really don’t like losing the ability to play defense. Or it could mean they’ve got the 8 they need for their run, in which case you can safely throw them all the 8s you want. If they pick up say, a red 8, it could mean that they’re collecting 8s to make a set, in which case you shouldn’t throw them any more. ![]() The color one is the easiest to figure out and play defense against, but it’s pretty easy to do with the other phases as well.īut when you don’t know what phase the other player is on looking at his or her discards doesn’t help. You can get a lot of info after just one turn that way (“Well, he didn’t take a blue and he discarded a red, so I know he’s collecting yellow or green”). You just watch that player’s discards and you quickly figure out exactly what they’re doing. The easiest example is when someone is trying to collect 7 of one color. If you pay attention you can use that to your advantage. In regular Phase 10 everyone knows what phase everyone else is on, so you know what they’re trying to collect. The change we didn’t think about beforehand but saw immediately when we started was the ability to play “defense”. ![]() We ended up playing several games like that so I got a pretty good feel for how the game played. That worked out pretty well and was really fun. That way the order was randomized and there was some variety to the gameplay, but each player also had some direction and knew what they should be trying to collect each hand. My friend then suggested a different idea: write down the 10 phases on cards, shuffle them up, and then draw one at the beginning of the round. I like having all those choices but it does involve a lot of computation and organizing. I admit that when you pick up your hand in the early rounds it is a little overwhelming trying to figure out what you have, which phase you can readily make, and what cards to keep. ![]() I liked it, but my friend thought there were just too many options and that a little more direction was needed. A friend and I tried playing that way recently. ![]() So instead of having to do 2 sets of 3 on the first round you could go for a run of 9, 7 of one color, or whatever other phase you thought you could make with the cards you have. The thing I wanted to try was to let players complete the 10 phases in any order they want. It’s pretty fun but I always thought it would be interesting to mix it up a bit and recently I got a chance to experiment with the game. There are 10 phases in all that have to be done in order and the first one to finish all 10 phases wins. You try to make certain combos of cards, like 2 sets of 3, a run of 8, 2 sets of 4, etc. Each round you get 10 cards and every turn you draw a card and then discard one. If you’ve never played it, the deck consists of essentially two decks of playing cards. The card-based is by far the more established game, so it’s the one most people have played. Ever played Phase 10? The original is card-based but there is also a dice-based one that’s pretty fun. ![]()
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