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Five Crowns Rules:
A Complete Guide

Five Crowns is a five-suited rummy-style card game with a clever twist: the wild card changes every round. Below: the deck, the goal, how a round plays out, going out, wild cards, and scoring — with examples.

What is Five Crowns?

Five Crowns is a sets-and-runs card game for 2 to 7 players, typically played in 11 rounds. Each round you try to arrange your hand into valid combinations before your opponents do. Whoever has the lowest score after all 11 rounds wins.

The game's signature feature is its shifting wild card. In the first round 3s are wild; in the second, 4s are wild; and so on, all the way up to Kings in the last round. Combined with the always-wild Jokers, this changes the strategy hand to hand and keeps even experienced players on their toes.

The Deck

A Five Crowns deck is unusual — it has 116 cards, made up of two identical 58-card decks. Each 58-card deck contains:

  • Cards numbered 3 through King (no 1s or 2s)
  • Five suits: Hearts ♥, Diamonds ♦, Clubs ♣, Spades ♠, and Stars ★
  • Three Jokers

That's 11 ranks × 5 suits = 55 number cards, plus 3 Jokers, for 58 cards per deck. Two decks shuffled together gives you the full 116-card draw pile.

Setting Up

Choose a dealer for the first round (rotate clockwise each round after that). The dealer shuffles the full 116-card deck and deals each player a number of cards equal to the round number — 3 cards in the first round, 4 in the second, and so on.

The remaining cards form a draw pile face down in the middle of the table. Flip the top card face up next to the pile to start the discard pile.

How a Round Works

Play starts with the player to the dealer's left and proceeds clockwise. On your turn:

  1. Draw one card — either the top card of the face-down draw pile or the top card of the face-up discard pile.
  2. Try to go out (see below). If you can't or don't want to,
  3. Discard one card face up onto the discard pile.

Your goal each round is to arrange your hand into valid combinations:

  • Books (sets): three or more cards of the same rank, regardless of suit. For example, three 8s of any suits.
  • Runs (sequences): three or more consecutive cards of the same suit. For example, 5-6-7 of Stars.

A run can wrap nothing — Kings are the highest card and there's no Ace, so 3-4-5 is the lowest possible run and Q-K is not a run on its own.

Going Out

To go out, you need to lay down all the cards in your hand as valid books and/or runs on your turn (after drawing, before discarding). You also discard one final card to end your turn — meaning you actually need every card in your hand except one to fit into valid combinations.

Once a player goes out, every other player gets one more turn to arrange their hand. They can lay down whatever combinations they have and put the rest into their score (see scoring below). They can't add to other players' books or runs in standard rules — each player's combinations stand alone.

Wild Cards

Wild cards are the heart of Five Crowns strategy. Two kinds exist (for a deeper dive, see the Five Crowns wild cards guide):

  • Jokers are always wild, in every round.
  • The round's number card is wild for that round only. In the round of 3s, every 3 is wild; in the round of 7s, every 7 is wild; in the round of Jacks, every Jack is wild — and so on.

Wild cards can substitute for any rank or suit in a book or run. For example, in the round of 6s, you could play 9♣ – 6♣ – J♣ as a run of clubs (the 6 is filling in for the 10), or 4♥ – 4♦ – Joker as a book of 4s.

One note: each combination needs at least one natural (non-wild) card in standard rules. House rules vary on whether all-wild books are allowed, so confirm before you start a game with a new group.

Scoring

When a round ends, every player except the one who went out adds up the cards left in their hand. These are penalty points — you want as few as possible. Card values:

Card Points
3 through 10Face value (3–10 points)
Jack11 points
Queen12 points
King13 points
Wild card of the round20 points
Joker50 points

Holding wild cards is doubly painful: they're useful while you have them, but they cost a lot if you don't get rid of them. Holding a Joker at round-end costs you 50 points — almost more than entire rounds are usually worth.

After all 11 rounds, the player with the lowest total score wins. For worked examples and house-rule variations, see the Five Crowns scoring guide.

Tips for Beginners

  • Use wild cards on big combinations. A wild card filling in a run of three saves you maybe 20 points. A wild card filling in a run of six saves you closer to 60. Save wilds for where they hurt the most to lose.
  • Watch the discard pile. Cards your opponents discard tell you a lot about what they're collecting — and what they're not.
  • Don't hold Jokers too long. If you can't see a clear path to going out this round, find a way to use the Joker rather than carry 50 penalty points.
  • Keep an eye on what's wild this round. The wild card changes every round — playing into the round of 5s thinking like the round of 4s is a classic mistake.

Frequently Asked Questions

How many cards are in a Five Crowns deck?

116 cards total — two identical 58-card decks shuffled together. Each 58-card deck contains numbers 3 through King in five suits, plus three Jokers.

How many rounds are in a game?

11 rounds, one for each rank from 3 through King. The number of cards dealt each round equals the rank — 3 cards in the first round, 13 in the last.

Which cards are wild?

Jokers are always wild. In addition, the rank matching the current round is wild — so 5s are wild in the round of 5s, Jacks are wild in the round of Jacks, and so on.

Can a run wrap from King to 3?

No. Runs are strictly sequential and bounded by the deck — 3 is the lowest card, King is the highest. There's no Ace, and no wrap-around.

Can two or more wild cards be in the same combination?

In standard rules, every book or run needs at least one natural (non-wild) card. House rules vary — some groups allow all-wild combinations. Agree before you deal.

Can you add to another player's book or run?

In standard rules, no — each player's combinations stand alone. House variants sometimes allow it; check before starting.

How do you win Five Crowns?

Lowest total score across all 11 rounds wins. Going out first leaves you with zero added points for the round; everyone else takes penalty points equal to the card values left in their hand.

Stop tallying. Start playing.

Score Keeper for Five Crowns handles the math automatically — wild cards, going-out credit, round-by-round totals, and game history. Free on iOS and Android.