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Home/Vacuum Sealers/Mattel Games Phase 10 Card Game in Storage Tin for Ages 7+ | Rummy-Type Play with Color Blind Accessible Deck
Mattel Games Phase 10 Card Game in Storage Tin for Ages 7+ | Rummy-Type Play with Color Blind Accessible DeckProduct image from current catalog data
Best Overall

Mattel Games Phase 10 Card Game in Storage Tin for Ages 7+ | Rummy-Type Play with Color Blind Accessible Deck

By Mattel

9.8Excellent matchFeature and use-case score

Ten fixed objectives completed in order, for 2 to 6 players, in a storage tin, and a deck Mattel states is colourblind accessible via graphic symbols on every card.

  • Colourblind accessible deck, with graphic symbols on every card identifying its colour
  • Ten fixed phases completed in order, each requiring different combinations of sets, runs and ...
  • Two to six players, ages 7 and up, with Wild and Skip cards for interference
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Best fitBest Overall
CategoryVacuum Sealers
BrandMattel
Catalog score9.8 / 10

Product overview

Mattel Games Phase 10 (Storage Tin): What to Know

Two things make this the best pick here. The first is the accessibility, and it deserves to lead. Mattel states the deck is colourblind accessible, with special graphic symbols on each card to identify its colour, so a player with any form of colour vision deficiency can play without guessing. In a genre whose entire mechanic is matching colours, that is not a minor feature: it is the difference between a game someone can play and one they cannot, and roughly one in twelve men has some form of colour blindness. Almost nothing else in this category offers it.

The second is the structure. Phase 10 is rummy-style, but instead of freely melding you must complete ten specific phases in a fixed order, each a different requirement: cards of the same colour, runs, sets, or combinations of runs and sets. Complete your current phase and you advance; fail and you attempt the same one again next hand while others move on. That converts a card game into a campaign, where you are racing through a sequence rather than winning individual hands, and it is why games take longer and feel more substantial than Uno.

Wild and Skip cards provide the interference, and because each phase is specific to the hand being played, a Wild arriving at the right moment is genuinely decisive.

Mattel states 2 to 6 players and ages 7 and up. The storage tin is the practical detail: it survives a bag far better than a card box, which is why this version exists and why it belongs in any discussion of travel games.

Key Listed Features

01

Colourblind accessible deck, with graphic symbols on every card identifying its colour

02

Ten fixed phases completed in order, each requiring different combinations of sets, runs and colours

03

Two to six players, ages 7 and up, with Wild and Skip cards for interference

04

Supplied in a storage tin rather than a card box, for travel durability

Buying questions

Quick Answers

How do graphic symbols make a deck colourblind accessible?

Each card carries a distinct printed symbol alongside its colour, so identity does not depend on distinguishing hue. A player who cannot reliably separate red from green reads the symbol instead, and plays at no disadvantage. It costs the publisher nothing but a design decision, which is why its absence from most colour-matching card games is a genuine oversight rather than a technical limitation. If anyone in your household is colourblind, this specification should decide the purchase.

What happens if you never complete a phase?

You stay on it. Each hand you attempt your current phase, and if you do not complete it you try the same one again next hand while players who succeeded move to the next. That is the game's main source of tension and its main weakness: a run of bad hands can leave someone several phases behind with no catch-up mechanism. Most families find that acceptable because hands are short; with a child who takes losing badly, it is worth knowing in advance.