Skip to main content
Five Crowns box art

Five Crowns

Game ID: GID0128433
Game Info
Year
1996
Collection
Your Tier
Loading…
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description

Five Crowns is rummy with a five-suited deck and a twist. The set collection aspect of rummy is basically the same, with groups of three cards in either runs or denominations making a valid meld. The twist is that in each hand the number of cards required to create a meld increases, from three cards in the first hand to thirteen in the last. The game, therefore, consists of eleven hands.

In each hand, in addition to the six Jokers, other cards are designated as wild: in the first hand 3s are wild; in the second hand 4s are wild, and so on until in the last hand the Kings go wild. (You can remember which cards are wild because it matches the number of cards in hand, i.e., in the first hand you hold three cards and 3s are wild.) A hand ends when a player can meld all cards in her hand after the discard.

Description

Five Crowns is rummy with a five-suited deck and a twist. The set collection aspect of rummy is basically the same, with groups of three cards in either runs or denominations making a valid meld. The twist is that in each hand the number of cards required to create a meld increases, from three cards in the first hand to thirteen in the last. The game, therefore, consists of eleven hands.

In each hand, in addition to the six Jokers, other cards are designated as wild: in the first hand 3s are wild; in the second hand 4s are wild, and so on until in the last hand the Kings go wild. (You can remember which cards are wild because it matches the number of cards in hand, i.e., in the first hand you hold three cards and 3s are wild.) A hand ends when a player can meld all cards in her hand after the discard.

Ask a Rules Question
All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 1
This page: 1
Sentiment: pos 1 · mix 0 · neu 0 · neg 0
Mentions per page
Showing 1–1 of 1
Video 083XkKc9Fzg Rules Teach at 0:00 sentiment: positive
video_pk 70375 · mention_pk 167313
Five Crowns video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • The game allows players to 'go out' once they have a valid hand configuration of books and/or runs.
  • Jokers are wild and can substitute for any card, increasing strategic possibilities.
  • The introduction of a new wild card each round based on the number of cards in hand adds variety.
  • Scores can swing wildly in the final rounds, keeping the game exciting.
  • The lowest score wins, creating a clear objective.
Cons
  • Cards left in hand at the end of a round count as negative points.
  • Jokers remaining in hand at the end of a round are worth a significant 50 points.
  • Non-joker wild cards remaining in hand at the end of a round are worth 20 points.
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • End condition — A round ends when a player 'goes out' by laying down their entire hand in valid books or runs, then discarding their final card.
  • Hand Management — Players must manage their hand of cards, deciding which to keep, which to discard, and when to 'go out' by laying down their valid sets and runs.
  • scoring — Players score points for cards left in their hand at the end of a round, with number cards worth their face value, face cards worth 11-13 points, Jokers worth 50 points, and other wild cards worth 20 points.
  • Set Collection — Players aim to collect cards that form 'books' (three or more cards of the same value) or 'runs' (three or more cards of the same suit in sequence).
  • Variable Hand Size — The number of cards dealt to each player increases by one each round, from three in the first round up to thirteen in the final round.
  • Wild cards — Jokers are wild and can represent any card. Additionally, a specific number card is wild each round, determined by the number of cards dealt to players.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Hi! It’s Ryan from Nights Around a Table. Here’s how to play Five Crowns.
  • Whoever has the lowest score wins.
  • Your cards have to be configured in books and/or runs.
  • Five Crowns has five sui ts: clubs, hearts, spades, diamonds, and stars.
  • On your turn, you always have to start by taking a card - even if you can go out with the cards you have in your hand right now.
  • If it gets to your turn and you draw a card, and now your hand has a book or a run in it, that means you can “go out” by slamming your three cards down on the table to end the round.
  • Jokers are wild.
  • At the end of the round, any joker left in your hand counts as 50 points against you!
  • each round, another card is wild, and it’s the card that matches the number of cards you have in your hand.
  • When it’s all over, count up everyone’s score: whoever has the fewest points, wins!
References (from this video)
No references stored for this video.
Transcript Navigation
Top
Showing 1–1 of 1
View on BoardGameGeek