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Phase 10 SpieleVarianten für Phase 10 - Karten - damit machen Sie mehr aus Ihrem Spiel. Einfach alle Joker aussortieren, dann wird es gleich um einiges schwerer die. 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. Zudem existieren Joker-Karten(*) sowie Karten, die, wenn einem beliebigen Mitspieler gegeben, diesen eine Runde aussetzen lassen. Wer die Phase erfüllt, legt.
Phase 10 Joker Ausführliche Spielregeln zu Phase 10 VideoJOKER in 4 minutes (Movie Recap)
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 high tackle or head-high tackle is a form of tackle where the tackler grasps the ball carrier above the line of the shoulders most commonly around the neck or at the line of the chin and jaw.
Executed violently or at speed, a high tackle is potentially dangerous, so are often not just sanctioned with a penalty, but also a yellow or red card.
Hookers traditionally wear the number 2 shirt. Due to the pressure put on the body by the scrum and the requirement to use both arms to bind to other players and hence having no free arm to use to support or deflect bodyweight it is considered to be one of the most dangerous positions to play.
Hookers normally throw the ball in at line-outs , partly because they are normally the shortest of the forwards, but more often because they are the most skillful of the forwards.
Any pass that is made which has the inevitable, unavoidable consequence of the receiver being tackled. This is because the receiver has already been marked and the opposing player is bearing down on the receiver so rapidly that, as soon as the ball is caught, the opposing player smashes into the receiver.
Generally made in times of panic or when there is no one else available, it is called the hospital pass because of the inevitability of a hard tackle.
The gaining of possession by running forward from the defensive line and taking a pass meant for a member of the opposition.
The result is similar to the result of a line break , and has a good chance of leading to a try. A coin is tossed and the winning captain either chooses which direction his team shall play, or elects to take the kick that starts the game.
Both halves of the match are started with a drop kick from the centre-point of the halfway line. The kick must cross the opposition's metre line, unless played by a member of the receiving team.
The opposition are not allowed to encroach beyond the metre line until the ball is kicked. If the ball does not travel 10 metres, goes straight into touch, or goes over the dead ball line at the end of the pitch, the opposing team may accept the kick, have the ball kicked off again, or have a scrum at the centre.
After a score, the game is restarted from the same place under the same restrictions, with the conceding team drop-kicking the ball to the scoring team.
However, in sevens, the scoring team kicks off. Style of play characterised by both teams repeatedly kicking from hand to the opposition, rather than running at the opposition and risking a turnover.
So-called because the ball moves back and forth like in a tennis match. It is considered boring to watch and also referred to as aerial ping-pong.
Also called knock-forward. A knock-on occurs when the ball accidentally moves forward after coming into contact with the upper body of a player, and then touches either the ground or another player.
It results in a scrum with the put-in to the opposition. If the ball is intentionally knocked forward it is deemed a deliberate knock-on; the opposition is rewarded with a penalty and the offending player is given a yellow card and sent to the sin bin.
A latcher is a player who binds himself to the ballcarrier in open play in order to add his power and weight to an attempt to break the line and gain yards.
If the defence is able to stop the ballcarrier and hold him up, a maul usually forms. However latching on does not automatically create a maul.
A late tackle is a tackle executed on a player who has already passed or kicked away the ball. As it is illegal to tackle a player who does not have the ball, late tackles are penalty offences referees allow a short margin of error where the tackler was already committed to the tackle and if severe or reckless may result in yellow or red Cards.
If a late tackle occurs after a kick and a penalty is awarded, the non-offending team has the option of taking the penalty where the ball landed.
The loose head prop is the player who takes the left hand position on the front row of the scrum. A loose head prop traditionally wears the number 1 shirt.
As the loose head has considerable potential freedom of movement compared to other front row players, the loose head can attempt to play various illegal techniques to divert the push of the opposing pack and is often able to illegally interfere with the ball in the scrum using his free arm.
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. If it is the first card flipped over, the first player loses a turn.
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. Cards are gathered, reshuffled, and hands re-dealt.
If you hit you can get rid of 2 cards in hand during a turn. Sets consist of two or more cards of the same number. Sets can include numbers from any color.
Game Play: Players draw a card from either the deck or the top of the discard pile at the beginning of their turn. At the end of their turn, they must discard a single card.
Completing phases: When you are able to fully meet the requirements of the phase, you may complete it. Additionally, you may play extra cards as you play the phase if they fit into the phase.
You could play additional fours or sixes as part of your sets, but you could not add a different set.
The cards you add to the completed phases must fit into the phase, and you can only hit after your own phase is in play. Ending the round: Players end the round by playing all of the cards from their hand.
The player who goes out first wins the hand and scores zero points. The rest of the players score points points are bad.
Players who completed their phase move on to the next phase. Any players who were unable to complete their phase during the round must attempt to complete it again during the next round.
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Otherwise, you would always be picking up one card and then discarding one card during your turn; of course, the net result is this would not reduce the amount of cards in your hand.
You are now left with a sole 7 card which you can discard onto the Discard Pile, and thus be the first player to get rid of all your cards and go out of the round.
Being the first to go out. Finishing first has its benefits. All the others who did not finish discarding all their cards ahead of you for that hand, must now count or total up their remaining cards in hand.
The fewer remaining cards one has at the end of each hand, the better it will be. The scoring is as follows:. The points scored for each hand are not a positive thing for any player.
The more points someone has, the worse it is for that player, because in Phase 10, the player with the lowest score is always the winner!
Winning the Game. The winner is the first person who completes Phase 10 at the end of a hand. The first player to complete Phase 10 will always have the lowest score.
In the event of a tie when two or more players have completed Phase 10 , the winner is also the player with the lowest score. The first player to go out is declared the winner.
Alternative Gameplay. Phase 10 has sometimes been described by some as being too lengthy. According to Mattel, here are some proposed ways to reduce the time to play through an entire game.
The third method is to either play only the even or odd Phases Phases 2, 4, 6, 8, 10 or Phases 1, 3, 5, 7, 9. In every variation, all the rules remain the same.