Phase 10 Wild, Skip, Hitting & Scoring Rules
Phase 10 special-card and scoring rules explained: Wild cards, Skip cards, hitting completed phases, going out and leftover-card points.
Setup, rules and practical answers for learning board games.
Phase 10 special-card and scoring rules explained: Wild cards, Skip cards, hitting completed phases, going out and leftover-card points.
All 10 standard Phase 10 phases listed in order, with sets, runs and same-color requirements explained.
Learn Phase 10 rules: draw and discard, complete phases, lay down, hit other phases, use Wild and Skip cards, go out and score the hand.
Exploding Kittens Defuse rules explained: what happens when you draw a Kitten, reinserting it, ending the turn and what happens without a Defuse.
Attack stacking with four- and three-turn examples, ordinary Skip versus Super Skip, Nope timing and Favor, checked against the publisher card guide.
Learn Exploding Kittens Original Edition rules: setup, drawing, Exploding Kittens, Defuse cards, action cards, combos and winning.
Risk reinforcement rules explained: territory armies, continent bonuses, card set values, forced trades and the end-of-turn fortify move.
Risk battle rules explained: how many dice the attacker and defender roll, why ties favor the defender, troop losses and conquering territories.
Learn current Risk rules: reinforce armies, attack adjacent territories with dice, earn and trade Risk cards, fortify, and complete the game objective.
Clue movement rules explained: dice movement, entering rooms, blocked doorways, moving named suspects and using secret passages between corner rooms.