Critical Play of Phase 10
About Phase 10
Creator: Kenneth Johnson
Platforms: Card game
Publisher: Mattel, Fundex Games
Players: Two to six
Target Audience: This game is designed for all age groups that are able to match cards. Specifically, this game is for those who enjoy saving important cards, knowing when to put down those cards, matching, and ordering
When designing our game, we wanted to incorporate different levels, or phases, of the game just like in Phase 10. In both games, players are able to progress to a higher level than their teammates. As a result, this critical play will be focused on looking at the mechanics that makes Phase 10 so successful and balanced.
What I want to know
This critical play is going to be focused on the critical elements that makes it fun for those who are losing. That is how does Phase 10 keep those who are behind in the game motivated to keep playing? More specifically, this critical play will analyze the mechanics that are used to balance the fun for those who are on level 1, or phase 1 and those who are on the final level 10, or phase 10.
Game Mechanics
The Mechanics
The mechanics for this game will be analyzed in order to have a better understanding as to how the game is fun for those on different levels. The mechanics used in Phase 10 are the following:
- At the start of a player’s turn, they will draw one card. This card can come from the top of the pile or the top of the discard pile (pile with cards facing up)
- During a player’s turn, they will try to complete a Phase starting with Phase 1 (see the Phases below)
- For a player to end their turn, they must discard on of their cards facing up on the discard pile
- A player can make only one Phase during each hand
- A hand is over once a player has no cards left
- If a player has completed a Phase, they can put down extra cards on their Phase or someone else’s Phase
- A player can use a wild card to complete a Phase
- A player can use a skip card to skip another player’s turn
The Phases
A Phase is a combination of cards. Phases are made of sets, runs, cards of all one color, or a combination of sets and runs. These are the ten Phases:
The Analysis of the Mechanics
The game mechanics of Phase 10 reinforce the game’s themes. The themes that are reinforced are advancing to the next Phase and leaving players behind while retaining motivation. First off, players can strategically obtain and discard cards such that they can achieve the next Phase quicker. This allows players to use some skill and have some control over a game that feels random. This reinforces the idea of moving to the next level as fast as possible. Additionally, once a player completes their phase, they must empty their hand to start the next hand which leaves the other players behind. To do this, a player can strategically empty a hand by playing on the other player’s completed phase. This reinforces the idea of players being on different levels. Finally, notice that the Phases progressively get harder to complete. This means that one player can get out ahead of the others, but there is plenty of opportunity for the rest of the players to catch up. I especially noticed this when I was playing the game. A player progressed to Phase 7 very early in the game but did not move after that. As a result, the rest of the players caught up and some even surpassed that player. The idea of having levels adds a good source of competition and progressively making levels harder is a good way for players on lower levels to stay motivated and catch up to the leaders.
Promised Fun
On the back of the box of cards it says the following:
The Phase to be completed is specific for each hand. Those that complete the Phase advance to the next, but those that have not must try again.
The above quote is suggesting that the promised fun is going to be challenge. Players are working against each other while overcoming a series of card matching obstacles. As players progress through levels, they must think of new strategic ways to complete a Phase before the others. This is exactly what to expect from a challenge game.
Graphical Design
Phase 10 is supposed to be a challenge and make players compete against each other. Competition of such leads to players becoming frustrated with each other. To lighten up the mood, Phase 10 uses very vibrant colors. The vibrant colors remind players that this is still just a friendly game and it supposed to be fun.
Business Model
Phase 10 is a card game, so the only cost involved with the game is buying the deck of cards. Once you put in the initial purchase, the game is free to play with anyone. This makes the most sense for a card game because a low one-time purchase gets people into the game. Once people are interested in the game, they can continue to play the game for free.