The ten phases

Climb all ten

You work through the phases in order, one per round at most. Sets are the easiest to make, long runs the hardest. Here's what each one needs and how to get there.

Phase1

2 sets of 3

Two groups of matching numbers, like 4 4 4 and 9 9 9. Keep every pair you're dealt; one more card turns a pair into a set.

Phase2

1 set of 3 + 1 run of 4

Build the run from the middle numbers (4 to 9), which can grow in both directions. A Wild fills a gap in the run better than it finishes a set.

Phase3

1 set of 4 + 1 run of 4

Four of a kind is the hard half. Pick the number you already hold most of and chase it from the discard pile.

Phase4

1 run of 7

Seven numbers in a row, any colors. Spread out: one of each number beats doubles. Throw away duplicates first.

Phase5

1 run of 8

Same plan as Phase 4, one longer. Save your Wilds for the gaps rather than the ends.

Phase6

1 run of 9

The toughest phase for most players. Nine of the twelve numbers, in order. Hold every Wild you get and be patient.

Phase7

2 sets of 4

A relief after the runs. Keep your two biggest piles and discard everything else.

Phase8

7 cards of one color

Count your colors on the deal and commit to the biggest. Numbers don't matter at all, so any card of your color is a keeper.

Phase9

1 set of 5 + 1 set of 2

The set of 2 is easy; the set of 5 is the whole game. Wilds count, so a pair plus three Wilds is enough.

Final phase10

1 set of 5 + 1 set of 3

Finish it with the lowest score and you win the game. If you're ahead, go out fast; if you're behind, every point you keep off your hand counts.

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