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Phase 10 was invented in 1982 by Kenneth R. Johnson, a 22-year-old entrepreneur from Detroit, Michigan, who transformed a moment of personal hardship into one of the most successful card games in history. Inspired by rummy-style games he had played growing up, Johnson created Phase 10 while laid off from his job, using the time to develop the game and launch a small manufacturing operation from his parents’ basement. The first copies were hand-assembled and sold to Kmart, marking the beginning of a grassroots success story that would eventually span decades and continents. The game’s breakthrough came in 1987 when Johnson negotiated a distribution deal with Fundex Games, a company based in Indianapolis. That pivotal meeting—famously held over a Denny’s Grand Slam breakfast and a glass of milk with ice—led to Phase 10 becoming Fundex’s best-selling product. Over the years, the game gained traction for its accessible rules, strategic depth, and addictive progression through ten phases. By 2016, Phase 10 had sold over 62 million units, making it the second best-selling commercial card game in the world, behind only Uno. In 2010, Mattel acquired the rights to Phase 10 from Fundex, further expanding its reach through global distribution and digital adaptations. Today, Phase 10 is available in more than 20 languages and played in over 30 countries. It has inspired spin-offs, mobile apps, and themed editions, and in 2024, it was inducted into the National Toy Hall of Fame, cementing its legacy as a cultural icon. Ken Johnson’s story is one of resilience and creativity. Before Phase 10, he had already designed a game called Dice-Baseball at age 12 and had attempted to market it through Kmart. Though that venture didn’t succeed, it laid the groundwork for his later triumph. Johnson’s ability to turn a setback into a global phenomenon is a testament to the power of persistence and imagination. His creation continues to bring people together across generations, proving that a simple deck of cards—when paired with a brilliant idea—can change the game forever. |