The mentioned data is correlated with the results of an original experimental program carried out by the authors on 41Cr4 steel and conclusions are formulated with regard to the role of maximum shear stress in life-time calculation. The influence of stress amplitude ratio and phase shift on the maximum (normal and shear) stresses and on the directions of the planes along which these act is analyzed and graphically represented using stress hodographs.The second part of the paper highlights the possibility of using the maximum value of the normal or shear stress as base parameter for durability studies under multiaxial fatigue, based on existing experimental data. The player will have to try and complete that Phase again next turn.The maximum values of normal and shear stresses are the basic parameters which influence directly the initiation and propagation of multiaxial fatigue cracks.Based on the above, the first part of the paper presents an analysis of principal stresses (normal and shear) in case of symmetrical tension-compression loadings with superimposed phase-shifted symmetrical torsion cycles. If a player fails to make a Phase in a turn (which will almost always happen to all players at some point), then the player ends the turn without taking a score. Throughout play the player must always do the ten Phases in order, starting with Phase 1 and working up through Phase 10. For example, the first one (Phase 1) is labeled "2 sets of 3", meaning that the player must, in the turn, end up with three of one number and three of another number, or two sets of three of the same number. In a player's scoring column are ten scoring spaces. For example, 2, 4, W, 5, 8, 9, 10 all orange make 7 all one color. A Wild (W) of a different color may not be used in completing this score. For example, 6, W, W, 9 makes a run of four.Īll One Color: The dice needed must all be the same color. One or more Wild (W) dice may be used in place of natural numbers. For example, 7,8,9,10 makes a run of four. Instead of cards, players each take turns rolling 10 six-sided dice, 6 marked with 5-10 and the other four with 1-4 and two wilds each. The goal is the same, to try to complete the phases, 1-10, in order. Runs: A run is made by several dice with all consecutive numbers. Phase 10 Dice is dice game inspired by Phase 10 and also published by Fundex Games. For example, 10, W, W makes a set of three 10's. For example, three 10's make a set of three. Sets: A set is made by several dice with all the same number. Sets, Runs, and All One Color are explained as follows. The player then takes the score, if any, and ends the turn. Then the player may make a third and final roll with any dice the player wishes to roll. The player may also take back some of the dice previously set aside. The player may set aside some of these dice, adding them to those already set aside. The player makes a second roll with the remaining dice. The player may then set aside any dice the player wishes to keep. In a turn, the player starts by rolling all ten dice. When each player has had a turn, the first player begins the next turn, and so on. The player with the first turn uses the left-most column, the next player uses the next column, and so on, so that turns pass in order from one player's column to the next.Įach player's name is written at the top of the player's column. The player with the highest roll plays first, and so on, down to the player with the lowest roll, who plays last.Įach player takes a separate column on the scorepad. To see who plays first, each player rolls one of the dice numbered 5 to 10. Each of these die are numbered with 1,2,3,4 and W. The other four dice contain all the low numbers and the Wild (W) faces. Each of the dice are numbered 5,6,7,8,9,10 in the various four colors. Six of the dice contain all the high numbers. Win the game by being the first to get through the 10 Phases with the highest overall score.