Spielkarten (je zweimal die Werte 1 - 12 in. 4 Farben, 4 Karten „Aussetzen“ und 8 Joker),. 6 Übersichtskarten. Zusätzlich werden ein Blatt Papier und ein Stift. Phase 10 Spielanleitung: wichtigste Regeln. Die wichtigsten Regeln sind die für den Joker und die Aussetzen-Karte: Der Joker, eine Karte mit. Wir beschreiben ein weit verbreitetes Spiel: Phase 10 Master. Punkte für zweistellige Zahlenkarten und 20 für alle blauen Karten und Joker.
Einfach spielen: Phase 10 Masterin phase zehn darf man nie joker austauschen, egal unter welchen umständen! Spielkarten (je zweimal die Werte 1 - 12 in. 4 Farben, 4 Karten „Aussetzen“ und 8 Joker),. 6 Übersichtskarten. Zusätzlich werden ein Blatt Papier und ein Stift. Wir beschreiben ein weit verbreitetes Spiel: Phase 10 Master. Punkte für zweistellige Zahlenkarten und 20 für alle blauen Karten und Joker.
Phase 10 Joker Das beliebte Gesellschaftsspiel VideoTop 10 Joker (2019) Moments Help Learn to edit Community portal Recent changes Upload file. The player to go out first wins the hand. A hit is made by putting a card directly on a Phase already laid Spielbank Hamburg Casino Esplanade Hamburg. Additionally, you may play extra cards as you play the phase if they fit into the phase. Players hold their 10 cards in hand so that the other players cannot see them. And then, discard any card that you Phase 10 Joker onto the Discard Pile. Hierbei handelt es sich um den Nachfolger von Phase 10, der mit weiteren Phasen und zusätzlichen Aktionskarten auftrumpfen kann und in den meisten Geschäften für denselben Preis zu haben ist. A player scoring a try in the centre of the goal line, that is beneath the Alle Tier Spiele, can be said to have scored "under the black dot". To win you have to finish all the phases in your pile. If the ball is at his feet at Beste Kartenspiele Zu Zweit back of Mgm Hotel scrum, ruck or maul, it is normally the number eight's decision whether to pass the ball out or drive Sport 1 Deutschland breakdown on in order to Spielen.Com Kostenlos ground. This card game resembles Rummy, Activtrades Login the main difference is that you have to complete 10 different types of match-ups or Phases, Bubble Treasure order to win the game. You may also like. The object of Phase 10 Twist is to be the first player to complete phase 10 by moving around the game board. During this time teams compete for possession of the ball, initially with their hands and then using feet in Circus Casino ruck. Phase 10 is a bit like Unoin that you are always trying to get rid of all the cards in your hand Marco Polo Tee be the first Jetzt Spielen,De do it for all hands. Grüne,Rote und Gelbe Karte auslege. This app can Access your Internet connection Microsoft. In the modern game, a Superzahl 6 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. Karten aus Phase 10 Fundex-Ausgabe. Zählt eine Aussetzen-Karte als Minuspunkte, wenn sie von einem anderen vor mir gelegt wurde und ein Durchgang von einem dritten Spieler beendet wird? Jedoch wird sie nicht auf den offenen Ablagestapel gelegt sondern einem Mitspieler gegeben. Hier gibt es keine Drops Adventskalender 2021 Regelbeschreibung.
Dann brauchst Phase 10 Joker dir keine Sorgen machen betrogen zu werden. - Bevor es losgeht:Dabei gilt:.
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Each box of Phase 10 comes with cards. There are 2 identical Reference cards each listing the 10 Phases , and 24 x 4 numbered cards of Red, Blue, Green, and Yellow cards respectively each color in two sets of numbers 1 to Besides them, you have 4 Skip cards, and 8 Wild cards.
These symbol cards are very important to the game, as we shall see. Once you discard or play it down, you can choose anyone to lose their turn.
Wild Card — This is the most powerful card of all, and a life saver. You can use a Wild card to replace any card in your Phase, even though you lack that number or color.
Any number of Wild cards can be played down on your turn if you have them, as long as you have a single normal card to lay down when you form your Phase.
Once a Wild card is laid down as part of a Phase, it cannot be picked up and re-used elsewhere. If turned up at the beginning to form the Discard pile , the first player to start can pick it up.
What is a Phase? A Phase is a combination of cards that fulfils the Phase criteria for the particular player, which the player lays down in front of them in view of the other players.
According to Phase 10 rules, the official 10 Phases are:. For those Phases which require more than 2 combinations, e. Phase 1, you must have all the cards in hand ready to form BOTH combinations, before you lay them down; one combination is not enough, neither are any partial Phases acceptable.
Color is unimportant here. Note: The above rules use Phase 10 cards with colored wild cards. In some newer decks all the wild cards are the same color.
If playing with this type of deck, just disregard the restrictions on wild card colors. When playing with just 10 phases, it is not necessary to stick to the phases given in the official game instructions.
There are many other possibilities, and many groups use their own list of phases. For example Armanda Carvelli recommends the following phases:.
Super Wild Phase 10 A variation of the "Masters Edition" of Phase 10, contributed by Jeff Presley The Masters Edition of Phase 10 includes two additional rules: Players can choose which Phase to attempt on each deal, based on the cards they are dealt.
Action by which the player with the ball gets through the opponent's defensive line without being tackled. If there is insufficient cover, or the player has support, line breaks can often lead to tries.
A minimum of two players line up parallel with each other one metre apart between the five-metre and metre lines.
Usually, the hooker of the team in possession throws the ball in while his opposite number [may] stand in between the touchline and the five-metre line.
All players not involved in the lineout, except the receiver usually the scrum-half must retire 10 metres. The ball must be thrown in straight down the middle of the lineout and the hooker must not cross into the field of play while throwing in.
If the throw is not straight then the throw is given to the opposition or a scrum awarded. Jumpers can be lifted by their teammates below the waist, but the opposition's jumpers must not be obstructed, barged or pulled down.
It is a coded piece of information, used to communicate intentions about a line-out within one team in a match without giving information away to the other team.
The advantage in line-out comes from knowing in advance how the throw will be made. The speed with which a blitz defence closes down the opposing team.
A high line speed will make it difficult for the opposition to cross the gain line. Locks are very tall, athletic and have an excellent standing jump along with good strength.
This makes them the primary targets at line-outs. They also make good ball carriers, bashing holes in the defence around the ruck and maul. They also have to push in the rucks and mauls.
A mark is the place where the game will restart after a stoppage, such as where a scrum-offence or penalty offence occurred, or on the touchline where the ball went out of play or where the ball was kicked in the case of ball-back.
Marks are generally defined by the referee, or the touch judge when the ball leaves play by the touchline. To "call a mark", the player shouts "Mark!
The referee then awards that player a free kick which must be taken by that specific player. If, for whatever reason, that player cannot take the kick, a scrum is awarded instead.
Marks can be called when the ball is cleanly caught following a kick by the opposition for any type of kick except a kick off or restart after a score.
It is legal, though very unusual, to call a mark from a clean catch of a penalty kick. When a ball carrier is held up without being tackled by both an opposing player and a player from his own team, a maul is then considered formed.
The offside line becomes the last foot of the last man on each side of the maul. Players can join in only from behind that teammate.
Anyone who comes in from the sides will be penalised by the referee. Hands are allowed to be used in the maul. If either team deliberately collapses the maul then that side will be penalised by the referee.
Note that from August 1, , the IRB is conducting a global trial of a modification of this Law which will allow players to deliberately collapse a maul providing the collapse is achieved by pulling from above the waist.
If the ball does not come out in a timely fashion, the referee will award a scrum to the team that did not take the ball into the maul. Mauls can only exist in the field of play.
Play that looks like a maul can exist within the in-goal but restrictions on entry to the maul and the need to bind on to a team member do not apply.
A player signed by a professional club as an injury replacement. Situation where a back is one-on-one with a forward. This favours the attacking side, as often forwards are too slow to stop backs, and backs are too small to stop forwards.
The mulligrubber kick is a style of kicking. A mulligrubber is directed towards the ground and forced to bounce. Often used in situations where either the ball needs to be placed in a specific position i.
In the days prior to professionalism in rugby union, players would often convert to rugby league — which was a paid sport — thereby becoming ineligible to play rugby union again.
In Wales and to a lesser extent England, the term "to go north" referred to this change of code, an allusion to the popularity of rugby league in the north of England.
Referee's call when a line-out throw or the feeding of the ball into the scrum is unfairly towards the team in possession, preventing any contest for the ball.
It is punished by resetting the set piece and giving control of the ball to the opposition. Number 8. They are the players wearing shirts number 8.
It is the only position that is known only by the shirt number. Number eights must have a good tactical awareness in order to coordinate scrums and ruck moves with the scrum-half.
If the ball is at his feet at the back of a scrum, ruck or maul, it is normally the number eight's decision whether to pass the ball out or drive the breakdown on in order to make ground.
A short pass made by a player being tackled before he reaches the ground, usually by turning to face a teammate and tossing the ball into the air for a teammate to catch.
In a match, most players will be offside several times but they only become liable for penalty if they do not act to attempt to become onside which generally means retreat downfield or attempt to interfere with play.
In open play, only the ball carrier's team or the team that last carried or deliberately touched the ball is bound by offside - the offside line for them is the ball.
Note every player who passes the ball backwards is offside and must attempt to retire. An accidental offside may occur and be penalised if the ball carrier accidentally collides with one of his own team's players while that player is attempting to retire behind the ball or is otherwise in an offside position.
A player is onside whenever he or she is behind the relevant offside line for the particular phase of play. Players who are onside take an active part in playing the game.
Previously offside players may be "put onside" by the actions of other players for example, in a kick ahead in open play, players in the kicker's team in front of the kick are offside but can be put onside by the kicker or any other team member who was onside at the time of the kick running up the pitch past them.
So that players can be confident they are now onside and can take an active part in the game, the referee may shout "Onside" or "All Onside".
If the ball is kicked into touch without first bouncing inside the field of play it is termed as ball is kicked into touch on the full.
The line-out is then taken from where the ball was kicked, except in situations where it was kicked from inside the The broad side of the pitch in relation to a scrum or a breakdown in play.
The openside flanker is expected to cover the opposing team openside at scrum and breakdown. It is the opposite of blindside.
Situation where there are more attacking players typically backs on one side of the field than there are defending players.
An overlap can be used to manufacture a try by forcing the defenders into tackles and offloading to teammates until the defenders have run out.
The pack is another name used for the forwards players, particularly when they are bound for a scrum. A pass is to transfer a ball to a teammate by throwing it.
Passes in rugby must not travel forwards. There are different varieties of pass, including the flat, direct spin pass; the short, close-quarters pop pass; and the floated pass - a long pass which an advancing player can run onto at pace.
Penalties are awarded for serious infringements like dangerous play, offside and handling the ball on the ground in a ruck.
Penalties are signalled by the referee with a straight arm raised in the air. Players can also receive red and yellow cards, as in Association football.
The offending team must retire 10 metres or to their goal line if closer for both penalties and free kicks. A team can either kick for goal, tap and run the ball, take a scrum or kick directly into touch with the resulting line-out awarded to them.
However, it can not be reused. The cards must be revealed flat on the table for others to see. If you can not complete a phase in a single hand you must try again the next hand, you can not jump around phases.
The hand is finished when at least one player either forms a phase or discards all their cards in hand. According to the official Phase 10 rules, the phases are as follows:.
Color does not matter. The game can accommodate 2 to 6 players. Pick a dealer, they shuffle and pass each player 10 cards, face-down. Keep your hand secret.
The cards that remain form the draw pile. The top card is flipped over beside it, face-up, this is the discard pile. The first player that goes out is the winner of that hand.
The deal moves to the left at the beginning of a new hand.