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Phase 8 Buy One Get One


Starting with the first player (decided randomly to begin with; after that the player who got the fewest points in the previous game), each player sequentially plays a turn, divided into three distinct phases: Action phase, Buy phase, Clean-up phase (usually abbreviated "ABC"). Once each player has taken their turn, the sequence begins again, one turn after the other, continuing until an end condition is met.




phase 8 buy one get one



Each player receives one Action at the start of their turn, and during their Action phase, they may spend that Action, and any other Actions they receive during their turn, to play one or more Action cards. Note that Actions and Action cards are separate things; Actions are a sort of currency used to play Action cards.


Effects that are stipulated to take place "at the start of your turn" are considered to occur during the Action phase, although they must finish resolving before the player can begin playing Action cards in the usual way.


Each player receives one Buy at the start of their turn, and during their Buy phase, they may spend that Buy, and any other Buys they receive during their turn, to pay the cost of one or more cards from the Supply, gaining them once paid for. Buys can also be spent to pay the cost of Events or Projects, to receive certain effects.


At the beginning of the buy phase, the player may play any number of Treasure cards from their hand, in any order, to their play area. These usually produce some amount of , which is added to any produced by cards played in the Action phase. Some Treasure cards have other effects as well, which are resolved when played in the same way Action cards are resolved in the Action phase. Once a player begins to buy cards and/or Events, they may not play any more Treasures.


By default, a player may buy only one card (or Event or Project), but they may buy more if they received additional Buys either in the Action phase or earlier in the Buy phase; additional Buys may be granted by a variety of cards and other effects. In this case, after buying one card, the player may use whatever they have remaining to buy another, and so on until they exhaust their +Buys; in other words, the amount of the player has this turn must be divided among all the cards and Events they wish to buy. Some cards in the supply and Events cost ; it still uses up a buy, though not any , to purchase one of these. Players do not have to use any or all of their buys on a given turn; it is never obligatory to buy something.


Some cards have additional or alternative costs to ; either or . Cards with in their cost require players to have played a Potion in order to buy them; this otherwise behaves exactly like buying a card with . If a player wants to buy more than one -costing card, they must play more than one Potion. Cards with in their cost require the buyer to take a certain amount of tokens, rather than paying . A player cannot buy additional cards if they have , even if they have additional buys; they must instead pay off , which does not use up a Buy. Paying off can be done at any time during a player's Buy phase, at a rate of to , but once a player begins to pay off , they may not play any more Treasures.


Once a player is done buying cards, they may play Night cards, and then they move into their Clean-up phase. All cards in the player's hand, and all cards in the player's play area that are done tracking effects, are put into the player's discard pile, and they draw a new hand of 5 cards, and end their turn.


If any Night cards (from Nocturne) are present, then a Night phase will occur between the Buy and Clean-up phases (making the order Action, Buy, Night, Clean-up). During a player's Night phase, they may play any number of Night cards, from their hand, in any order, to their play area. At this point, there will still be Action and Treasure cards in play from the player's Action and Buy phases, which matters for some Night cards. Night cards are discarded during the Clean-up phase of the turn they are played (unless they are also Duration cards), just like Actions and Treasures.


Certain cards have rules which supersede the rules presented here. Duration cards remain in play until the turn when they stop doing something. Other cards, such as Treasury, Scheme, and Herbalist, allow you to place cards on top of your Deck when you discard them from play during the Clean-up phase, or have other special effects when discarded from play. Reserve cards are not necessarily found in the play area when cleaning up on the turn they are played; instead they are found in the play area on the turn they are called.Coastal Haven is an Ally from Allies. It allows you to use Favor tokens to save unused cards in your hand (during Clean-up) from one turn to the next.


Dominion is rather notable in that, aside from basic setup and the three turn phases, most of the rules are on the cards themselves, so players do not have to memorize much in that regard. However, there are a few rules that must be invoked when complicated interactions between cards crop up. Most casual players will never need to worry about these, but competitive players need to be very much aware of their implications.


Phase 10 is a card game created in 1982 in Cambodia and sold by Mattel, which purchased the rights from Fundex Games in 2010.[1] Phase 10 is based on a variant of rummy known as contract rummy. It consists of a special deck equivalent to two regular decks of cards, and can be played by two to six people. The game is named after the ten phases (or melds) that a player must advance through in order to win. Many people shorten the game by aligning it to baseball rules and consider 5.5 phases to be a complete game when running out of time to complete the full ten phases. Whoever is in the lead when play stops if someone has completed 5.5 phases or more is the winner.


The object of the game is to be the first person to complete all ten phases. In the case of two players completing the last phase in the same hand, the player who completed the last phase with the lowest overall score is the winner. If those scores also happen to be tied, a tiebreaker round is played where the tying players attempt to complete phase ten (or in variants, the last phase each player had tried to complete in the previous round).


For each hand, each player's object is to complete and lay down the current phase, and then rid their hand of remaining cards by discarding them on laid-down Phases, called "hitting". The player who does this first wins the hand and scores no penalty; all other players are assessed penalty points according to the value of cards remaining in their hand.


A phase is a combination of cards. Phases are usually composed of sets (multiple cards of the same value), runs (multiple cards in consecutive ascending order), cards of one color, or a combination of these. As the name suggests, there are ten phases:


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.


If a player is floating, and there is no possible card that could be discarded or drawn to prevent that player from being able to discard, they are known as "floating dead"; it is extremely likely the floating player will be forced to end the hand on their next turn. This is rare, and usually happens when the floating player completes a phase involving a long run of cards, no one else has completed their Phase, and the floater's run has expanded through all 12 values. If no one else can lay down a hittable Phase in that turn, only another player playing a Skip or the floater drawing a Skip will keep the hand going, and only four exist in the deck.


The Masters Edition comes with 10 Phase cards for each player to keep track of the Phases which they have completed during gameplay. The Masters Edition also includes only two Skip cards instead of the four that the original edition contains. This makes the playable number of cards 106, plus the forty phase cards, for a total of 146 cards in the box. (An alternate method of keeping track of phases played for each player to use ace though ten of a suit in regular playing cards.)


In Anti-phase for others, a rule card is left in the deck and it is discarded as your last card. Then you get to name who moves down a phase...if it's stuck in your hand at the end of the hand you move down a phase. It also may be discarded face down but may be picked up by the next player who can draw from the deck.


Phase 10 Dice is dice game inspired by Phase 10 and also published by Fundex Games. The goal is the same, to try to complete the phases, 1-10, in order. Instead of cards, players each take turns rolling 10 six-sided dice, 6 marked with 5-10 and the other four with 1-4 and two wilds each. In each turn the player rolls all 10 dice, then may set aside any of them and re-roll the rest up to two times, for a total of three rolls. If they've completed a phase, the total sum of the dice used in the phase are added to their score and next turn they move on to a new phase. Like in the card game, failing to complete a set means having to try for it again next turn, and the game ends once a player finishes phase 10.[3]


The object of Phase 10 Twist is to be the first player to complete phase 10 by moving around the game board. Every player starts with their pawn on phase 1 on the game board. They must complete phase 1 in order to move their pawn. There are three pawn movements; move 3 spaces if you complete the phase and discard all of your cards, move 2 spaces if you complete the phase but do not discard all of your cards, or move 1 space if you don't complete the phase. If you land on a twist phase you can decide to play a twist phase or one of the phases on either side of the twist phase space. If you play a twist phase the pawn movements change to 6 spaces if you complete the phase and discard all of your cards, 4 if you complete the phase but do not discard all of your cards, or move back one space if you do not complete the phase.[4] 041b061a72


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