Phase 10 Dice score sheet
One box a player for each of the ten phases, filled in the moment that phase is complete with the total of the dice that made it. The sheet adds 40 when your first five pass 220, 40 more for finishing first, and the highest grand total takes the game.
Keep score in the browser
The grid below is the sheet. Type into it and the totals, bonuses and thresholds are applied as you go; press Print at any point and the paper version comes out with whatever is in the boxes.
Names and scores stay in this browser and nothing is uploaded. Where a game has competing conventions the sheet says which one it applies. Check this before you rely on it. This score sheet and scorekeeper is provided free and without warranty, and its results are not professional advice.
Phase 10 Dice score sheet
Date ____________
| Score | Player 1 | Player 2 | Player 3 | Player 4 | Player 5 | Player 6 | Player 7 | Player 8 |
|---|---|---|---|---|---|---|---|---|
| Phase 1Two sets of three | ||||||||
| Phase 2One set of three and a run of four | ||||||||
| Phase 3One set of four and a run of four | ||||||||
| Phase 4A run of seven | ||||||||
| Phase 5A run of eight | ||||||||
| Phases one to five | ||||||||
| Bonus if over 22040 | ||||||||
| Phase 6A run of nine | ||||||||
| Phase 7Two sets of four | ||||||||
| Phase 8Seven dice of one colour | ||||||||
| Phase 9One set of five and a set of two | ||||||||
| Phase 10One set of five and a set of three | ||||||||
| Finished first40 | ||||||||
| Grand total |
Each phase scored once at the face value of the dice that made it, wilds worth nothing; 40 more if the first five pass 220, 40 for finishing first, and the highest total wins.
Phase 10 Dice is a trademark of its owner. This sheet is an independent one made for people who play the game; it is not published, licensed or endorsed by the trademark owner, and the name is used only to say which game it is for.
What is this phase worth?
List the dice that made the phase, as the numbers they show, and a wild as W. A wild stands for any number while the phase is built and counts nothing in the total; dice you did not need are left off the list altogether.
A worked example
A player who clears the first five phases for 248, the second five for 245, and is first to finish.
| What happened | Points |
|---|---|
| Phases one to five | 248 |
| Bonus, because 248 is over 220 | 40 |
| Phases six to ten | 245 |
| Finished first | 40 |
| Total | 573 |
The same ten phases, scored the other way up
The dice game borrows the ten phases of the card game and turns the scoring upside down. In the card game a low total wins; here every completed phase is worth the face value of the dice that made it, so the highest grand total wins. A pad drawn for the card game is the wrong shape for this one, which is why it has a sheet of its own.
There are ten dice. Six are high, running from five to ten; four are low, running from one to four with two wild faces each. A wild stands in for whatever number the phase needs and is worth nothing when the phase is scored — so a wild finishes a phase cheaply, and the card shows the price.
What a phase is worth
A turn allows up to three rolls, setting aside the dice you want to keep. Complete your phase and you write down the total of the dice you used for it — only those, never the ones left over, and nothing for a wild. Miss it and the turn scores nothing; you try the same phase again next time round.
That makes a blank box mean something. It is not a zero, it is a phase not done yet, and each box is written exactly once, at the moment its phase is complete. Reading down a column tells you at a glance how far each player has got and what their phases were worth.
The two bonuses, and how it ends
Complete the fifth phase with the first five adding up to more than 220 and you collect 40 extra points. More than means 221 or better; 220 exactly earns nothing. The bonus is decided at that moment and not afterwards, and the scorer adds it as soon as the fifth box is filled.
Whoever completes the tenth phase first adds another 40, and that ends normal play: everybody else gets one final turn to finish what they can. The highest grand total then wins, and a tie is usually settled with a roll-off between the players level at the top.
Common questions
Is Phase 10 Dice scored like the card game?
No, it runs the other way. The card game adds up what is left in your hand and the lowest total wins; the dice game adds up the dice you used to complete each phase and the highest total wins. The ten phases themselves are the same list, which is why the two are easy to mix up.
Do wild dice score anything?
Nothing. A wild can be any number it needs to be while you build a phase, and it counts as zero when the phase is totalled. Finishing a phase with two wilds is often the right call, but it shows on the card as a low score.
What is the bonus after phase five?
Forty points, if your first five phases total more than 220, so 221 or higher. It is decided once, when you complete the fifth phase, and a card that falls short does not get another chance at it later.
How many players can share one sheet?
Up to eight, and it starts with four columns ready. Pick the number of players before you print so a two-player game does not waste half the page. One sheet always covers a whole game, because nobody writes more than ten phase scores.
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