Find out about Five Crowns

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How to play Five Crowns

Check out our easy-to-read how-to-play Five Crowns rules online guide.

Suitable for 2 – 4 players | 30 – 30 mins duration | Recommended age 8+ | Game complexity: EASY Genre: Card Games Solo game mode: No Co-op: No Online Version: No
Click here for the official rulebook

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SET Enterprises Five Crowns Card Game Purple SET Enterprises Five Crowns Card Game Purple No ratings yet $12.99 $11.80

What is the goal? #

At the end of round 11, the player with the lowest score has to make his entire hand into books and/or runs.

Game setup #

1. Shuffle both decks of cards together. 2. Deal three cards, one at a time, clockwise, to each player in the first round. Each round, one more card is dealt. After the second round, deal 4 cards, then 5 cards, and so on until each player is dealt 13 cards. 3. To make the draw pile, place the remaining cards at the center of the table and flip the top card over.

Gameplay #

The game consists of two 58-card decks. Each deck has three Jokers and five suits: stars \"\", hearts ♥, clubs ♣, spades ♠ and diamonds ♦. Each suit has eleven cards: 3 through 10, Jack, Queen and King.

The joker is always a wild card. In addition, there are rotating wild cards that change every round. Wild cards rotate based on the number of cards dealt that round. So, when 3 cards are dealt, the 3s become wild, when 4 cards are dealt, the 4s become wild, and so on until the last round when the Kings become wild.

Books #

A book consists of three or more cards of the same value regardless of suit.

Example of a book in Five Crowns

Any card in a book can be replaced by a wild card. For example, if 8s are wild, a book could be:

Five Crowns 1

You can have as many wild cards in a book as you wish and they can be adjacent to each other.

Runs #

A run consists of a sequence of three or more consecutive cards of the same suit. For example:

Five Crowns 2

Any card in a run can be replaced by a wild card. For example, if 7s are wild, a run could be:

Five Crowns 3

You can have as many wild cards in a run as you wish and they can be adjacent to each other.

Deal #

  • Play begins with the player to the left of the dealer.
  • Pick up the top card from the discard pile OR draw a card from the draw pile to begin your turn. Only take the top card.
  • Hold on to your books and/or runs until you can go out.
  • Discard one card to end your turn.

Going Out #

  • Put your entire hand in books and/or runs on the table in front of you before discarding your last card.
  • To make your books and/or runs, you can only use the cards you were dealt. There must be one discard left. The discard can be a playable card.
  • All other players have one more turn after a player has gone out. As you start your last turn, lay down any books and/or runs you can before discarding.
  • Unused cards will count toward your score. It is not permitted to play on another player\’s books and/or runs.
  • Cards used in books and/or runs are not scored. Only unused cards are added up.
  • A scorekeeper records and tallies the scores.

How do you win? #

Scoring #

Card Values:

  • Each number card is worth its face value
  • Jacks are 11 points,
  • Queens are 12,
  • Kings are 13,
  • Jokers are 50 and the current wild cards are 20 points.
  • The player to the left of the dealer shuffles all the cards and deals the next round.
  • Keep track of rotating wild cards and increase the number of cards dealt by one!
  • The game continues until the 11th round in which each player is dealt 13 cards and the Kings go wild.
  • The winner is the one with the lowest score!
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