in phase zehn darf man nie joker austauschen, egal unter welchen umständen! troll-climbing.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 Spielanleitung: Regeln einfach erklärtZudem existieren Joker-Karten(*) sowie Karten, die, wenn einem beliebigen Mitspieler gegeben, diesen eine Runde aussetzen lassen. Wer die Phase erfüllt, legt. Varianten für Phase 10 - Karten - damit machen Sie mehr aus Ihrem Spiel. Einfach alle Joker aussortieren, dann wird es gleich um einiges schwerer die. in phase zehn darf man nie joker austauschen, egal unter welchen umständen!
Phase 10 Joker Description Video10 Secret Joker Origin Stories You NEVER Heard Before Then you get to name who moves down a phase Only play if you have absolutely nothing to do in the next 4 to 5 hours. In the original and Rome Spiel 10 Twist versions, the phases must also be completed in order, but the Master's Edition variant has a rule allowing players to Live Kerber the Tipp24 Konto Kündigen they will attempt to complete after being dealt their hand and before play begins. Installation Get this app while signed in to your Microsoft account and install on up to ten Windows 10 devices. Note: Color of cards has no impact on scoring.
In the Wizard of Oz oder auch das Kung-Fu Phase 10 Joker Bruce Lee. - Das beliebte GesellschaftsspielEine Phase ist erfüllt, wenn 4 gleiche Karten ausgelegt werden können.
This move is explicitly forbidden under They are divided into inside and outside centre. The inside centre is also known as the second five-eighths in New Zealand.
When a player makes a defensive clearance kick, but it hits an opponent who has run towards him in an attempt to block it, it is known as a charge-down.
These can be good try-scoring opportunities. Tackle in which the tackler tries to keep the ball carrier on his feet and push him backwards before taking him to the ground.
This is harder to execute but gives the tackler's side a gain in territory. The cibi is a Fijian war dance performed by the Fiji national team before each of their international matches.
If a team scores a try, they have an opportunity to "convert" it for two further points by kicking the ball between the posts and above the crossbar - that is, through the goal.
The kick is taken at any point on the field of play in line with the point that the ball was grounded for the try, parallel to the touch-lines.
So it is advantageous to score a try nearer to the posts as it is easier to convert it. The kick can be either a drop kick or a place kick in the man game.
However, in sevens , all conversions must be drop kicks. If a team usually the team that took the ball into contact has secured the ball at a ruck, and the other team manage to force them off the ball and secure possession themselves, the defending team are said to have "counter-rucked".
It is an attacking tactic where a player receives a pass at pace and runs directly at the opposition's defensive line. The crash ball runner attempts to commit two or more opposing players to the tackle , then attempts to make the ball available to teammates by off-loading in the tackle or recycling the ball quickly from the ruck.
By committing players to the tackle, the crash ball runner creates holes in the opposition's defense, thereby creating attacking opportunities for teammates.
A kick which goes from one side of the field to the other and is kicked very high, usually resulting in an aerial battle between an attacker and defender to catch it.
This is usually used near the defending team's try-line, often with the catch happening in the in-goal area itself. Most often used when the kicker knows the referee is playing advantage and his team will get a penalty if the kick fails - this is because the kick itself is very risky and likely to result in an interception.
Drift defence. The drift defence is a defensive technique that forces the attacking side into an ever-shrinking pocket near to the touchline. It operates by the defensive side moving forward and diagonally following the path of the attacking side's ball movements.
If used successfully the ball will usually end up in the attacking winger's hands near the line of touch. This player would then find themselves surrounded on one side by a defending outside centre, with the opposing winger opposite and the touchline on his other side.
This will prevent a cut-back and allows the Touchline to act as a 16th player. Its disadvantage is that if the attacking team are strong enough to break through the pocket tackle the defending team will have no players spare to cover a breakout.
A drop goal is scored when a player kicks the ball from hand through the opposition's goal, but the ball must touch the ground between being dropped and kicked.
It is worth three points. The team awarded a free kick cannot score a dropped goal until the ball next becomes dead, or until an opponent has played or touched it, or has tackled the ball carrier.
This restriction applies also to a scrum taken instead of a free kick. A drop kick is when a player kicks the ball from hand and the ball touches the ground between being dropped and kicked.
If a drop kick goes through a goal then it results in a drop goal. An offensive ruse, where the ball carrier moves as if to pass the ball to a teammate, but then continues to run with the ball himself; the objective is to trick defenders into marking the would-be pass receiver, creating a gap for the ball carrier to run into.
If it is successful, the player is said to have "sold the dummy". Another offensive tactic; a player on the attacking team runs towards the opposition as if running onto a pass, only for the ball to be passed to another player, carried on by the ball carrier or kicked forwards.
As with a dummy pass , this tactic draws defenders away from the ball and creates space for the attacking team. It is a tackling technique. The tackler wraps his arms around the ball carrier's thighs and lifts him a short distance in the air before forcibly driving him to the ground.
The tackler must go to ground with the ball carrier for the tackle to be legal. This technique is useful to completely stop the opponent in his tracks.
A dump tackle that drops the ball carrier on his head or neck is known as a spear tackle , and will almost invariably concede a penalty and possibly result in a caution for the tackler.
In rugby union, World Rugby has ruled that a dangerous tackle of this type, sometimes also called a tip tackle, should be punished with a straight red card.
Alternative name for the Number 8. When a scrum offence is committed within 5 m of either try line, or in the in-goal area, the referee will award a scrum on the five metre line; this is to prevent all but the most brutal packs from driving the ball over the try line within the scrum.
Fending is the action by the ball carrier of repelling a tackler using his arm. For the action to be legal, the ball carrier's arm must be straight before contact is made; a shove or "straight-arm smash", where the arm is extended immediately before contact or on contact, is illegal and classed as dangerous play.
Also known as breakaways or wing forwards. They are the players with the fewest set responsibilities. The player should have all round attributes: speed, strength, fitness, tackling and handling skills.
Flankers are always involved in the game, as they are the real ball winners at the breakdown , especially the number 7.
The two flankers do not usually bind to the scrum in a fixed position. Instead, the openside flanker will attach to the scrum on whichever side is further from the nearer touchline, while the blindside flanker attaches himself to the scrum on the side closer to the touchline.
Fly half or five-eighth. Referred to by a number of different names, including first five-eighth in New Zealand, this player wears shirt number They are the back-line player most likely to be passed the ball from the scrum-half or half-back, and therefore make many key tactical decisions during a game.
Often this player is also the goal kicker as the position requires excellent kicking skills. A forward pass occurs when the ball fails to travel backwards in a pass.
If the ball is not thrown or passed forward but it bounces forward after hitting a player or the ground, it is not a throw-forward.
If the referee deems it accidental, this results in a scrum to the opposing team; however deliberate forward passes result in the award of a penalty.
A fourth official is one who controls replacements and substitutes. He may also substitute for referee or touch judge in case of injury to either of them.
Also called short arm penalty. This is a lesser form of the penalty, usually awarded to a team for a technical offence committed by the opposing side such as numbers at the line-out or time wasting at a scrum.
A free kick is also awarded for calling a mark. A team cannot kick for goal and the normal 22m rule applies for kicking for position from a free kick.
A Free Kick is signalled by the referee with a bent arm raised in the air. They are the player wearing jersey number They act as the last line of defence against running attacks by the opposing three-quarter backs.
The full-back is expected to field high kicks from the opposition, and reply with a superior kick or a counter-attack. The full back is sometimes the specialist goal-kicker in a team, taking penalty and conversion kicks.
Scoring a try , conversion , penalty and drop goal in the same match. The gain line is an imaginary line drawn across the centre of the pitch when there is a breakdown in open play, such as a ruck, maul or scrum.
A goal is scored when a player kicks the ball through the plane bounded by the two uprights and above the crossbar. A drop goal or penalty goal count for 3 points and conversions count for two.
Goal from mark is an antiquated method of scoring. It occurred when a player " marked " and scored a goal from there. In the modern game, a goal cannot be scored from a free kick, but in the past the reward for scoring a "goal from mark" which is a difficult kick to play was three or four points.
Occasionally referred to as a field goal. Two solid, straight white lines one at each end stretching across the entire width of the pitch passing directly through the goal posts which defines the boundary between the "field of play" and the "in-goal".
As the goal line is defined as part of the "in-goal", attacking players can score tries by placing the ball with downward pressure onto the goal line itself.
The base of the goal posts and post protectors are also defined to be part of the goal line. The goal line is often referred to as the "try line" though that term does not appear in the Laws of the Game.
A goose step, made famous by Australian David Campese but now performed by many players, is a running technique where the player slows down and takes a small 'hop' into the air before sprinting off - sometimes in a different direction - upon landing.
Its purpose is to confuse the defender, who is often unable to predict the sudden change of pace and direction. Is an informal sobriquet used to describe a situation that often occurs during the group stage of a tournament , where either 1 any team in the group could qualify and any team could be eliminated, or 2 more teams have a legitimate chance to advance to the next stage than allowed by the tournament structure.
Typically, a group of death will see an unusual match-up of heavyweight sides, due to a quirk in the seeding system.
It is a type of kick that makes the ball roll and tumble across the ground, producing irregular bounces making it hard for the defending team to pick up the ball without causing a knock-on.
It gives the ball both high and low bounce and on occasions, the ball can sit up in a perfect catching position. Can refer to either the scrum-half or fly-half , but in New Zealand is exclusively used to describe the scrum-half.
It serves as a challenge to the opposing team. Handing off also called fend is the action by the ball carrier of repelling a tackler using his arm.
A wild card turned up goes to the next player. The dealer then turns the top card of the draw pile over and places it next to the draw pile, to become the discard pile.
During the first hand, all players try to complete Phase 1. Play consists of;. If, during a player's turn, they are able to make their current Phase with the cards in their hand, they lay the Phase down, face-up on the table before discarding.
Hitting is the way to get rid of leftover cards after making a Phase. A hit is made by putting a card directly on a Phase already laid down.
The cards must properly fit with the cards already down. Before a player can make a hit, their own Phase must already be laid down. A player may only hit during their turn.
A player may hit any combination of their own Phase and other player's Phases, and may hit with as many cards as can be played from the player's hand on a single turn.
Players are not allowed to replace a wild card in a Phase with the card from their hand matching the card the Wild stands for. Replacing Wild Cards is a possible Variant Rule.
After laying down a Phase, players try to "go out" as soon as possible. To go out, a player must get rid of all of their cards by hitting and discarding.
The player to go out first wins the hand. The winner of the hand, and any other players who also completed their Phase, will advance to the next Phase for the next hand, while any player not able to complete their Phase remain on that same Phase for the next hand.
Players count up the total value of cards left in their hands the fewer cards left in their hand, the better and score them as follows;.
Each player's score for the hand is added to that player's running total players who did not complete their Phase cannot have a score of less than 50 for the hand and often have far more with the inclusion of extra points for large values and wilds; this is known as being "set" similar to Hearts or Spades , the deal rotates to the left, all the cards are shuffled and a new hand begins.
Again, if a player did not complete their Phase before another player went out, they must work on the same Phase again in the next hand.
If only one player is attempting Phase number 10 on the hand and they complete the Phase, they become the winner and the game ends immediately.
If two or more players complete Phase 10 in the same hand, then the player who has completed phase ten and has the lowest total points is the winner.
In the event of a tie, the players that tied replay Phase number 10 and the first player to complete their phase and discard all their cards wins.
A variation of play is to allow Floating. Instead of going out by discarding their last card, a player draws a card and then play all cards in their hand without discarding.
This is known as going out "floating". Because the player must be able to discard a card in order to actually end the hand, other players now have at least one extra turn in which to go out themselves or at least improve their score.
In addition, a "floating" player must draw a card and play it if able, and must draw the top card from the discard pile if it can be played; thus the floating player can be forced to play on their next turn instead of drawing and discarding.
The floating player can also be skipped as normal. If someone else goes out before the "floater", the floater receives a zero score, but does not technically win the hand.
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Privacy Statement. Official Club. See System Requirements. Available on PC. Description A variation of popular card game "Liverpool Rummy", similar to "Contract Rummy" or "Shanghai Rummy", with special cards and simplified rules.
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Gin Rummy Deluxe Free. Additional information Published by PB Softworks. Published by PB Softworks. The first player that goes out wins the game.
If you have completed phase 10 and gone out you win except if other players have already completed phase If that is the case you add up all the points from this hand and all previous hands and the player with the lowest number wins.
If there is a tie here than those that tied play another hand at the phase 10 level and the first out wins.
Hi Landis, I will edit the rules for clarity, thank you for pointing out this issue. What is meant is, if multiple people complete phase 10 within the same round then points come into play.
If a player is the only one to complete phase 10 when the round ends aka when someone emptied their hand , then they are the sole winner, and points are not used.
If multiple people have finished phase 10 then points are compared, and the player with the lowest score wins. I hope this helps! How do the discard rules work?
Or can I just discard all my cards at once? Or is it that I have to discard one at a time and not pick up any other cards?
Hi Rhahkeem, So in phase 10, you end your turn by discarding a card. After you have gone out, you may start playing cards onto other players and your own melds but you will only ever discard one card a turn.
Please clarify for me — I read one can put down more than the basic requirement, can one also hit on others at the same time as one meets the basic requirement.
Hi Hilary, players may play or hit on their turn, but not both.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. 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 troll-climbing.com Fast & Free shipping on many items!. How to Play Phase Phase 10 is a card game for players. The goal of the game is to complete all ten phases, one round at a time. At the end of a round players will add up their score based on the number and type of cards left in their hand. The object of the game is to be the first player to complete 10 varied Phases-two sets of three, one run of seven, seven cards of one color and more. The twist is that each Phase to be completed is specific for each hand dealt. Those who complete the Phase advance to the next, but those that don't must try again. For 2 to 6 players. 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.