<Li> Players receive credit for making a Phase as soon as it is laid down . A player does not need to win the hand in order to receive credit for the Phase . Several players will often complete their Phase in the same hand . </Li> <P> Hitting is the way to get rid of leftover cards after making a Phase . A hit is made by putting a card directly on a Phase already laid down . The cards must properly fit with the cards already down . Before a player can make a hit, their own Phase must already be laid down . A player may only hit during their turn . A player may hit any combination of their own Phase and other player's Phases, and may hit with as many cards as can be played from the player's hand on a single turn . Players are not allowed to replace a wild card in a Phase with the card from their hand matching the card the Wild stands for . Replacing Wild Cards is possible Variant Rule . </P> <P> After laying down a Phase, players try to "go out" as soon as possible . To go out, a player must get rid of all of their cards by hitting and discarding . The player to go out first wins the hand . The winner of the hand, and any other players who also complete their Phase, will advance to the next Phase for the next hand, while any player not able to complete their Phase remain stuck on that Phase . Players count up the total value of cards left in their hands (the fewer cards left in their hand, the better) and score them as follows; </P> <Ul> <Li> five points for each card with value 1 - 9 </Li> <Li> ten points for each card with value 10 - 12 </Li> <Li> fifteen points for a Skip </Li> <Li> twenty - five points for a Wild </Li> </Ul>

What happens when you run out of cards in phase 10
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