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Five Crowns
Wild Cards Guide
Wild cards are what make Five Crowns more than a basic rummy game. Two kinds of wilds, an always-shifting target rank, and a brutal penalty for getting caught holding one — here's how they work and how to play them well.
Two Kinds of Wild Cards
Five Crowns has exactly two types of wild card, and they behave slightly differently:
- Jokers — always wild, in every round, in every situation. There are 6 Jokers in the 116-card deck (3 per identical 58-card deck).
- The round's number card — wild only for the current round. In the round of 5s, every 5 is wild; in the round of Jacks, every Jack is wild. The next round, those cards revert to their normal face value.
Both behave the same way during play: they can substitute for any rank or any suit in a book or a run.
The Round-by-Round Wild
A full game of Five Crowns is 11 rounds, with the wild rank advancing each round:
| Round | Cards Dealt | Wild Card |
|---|---|---|
| 1 | 3 | 3s + Jokers |
| 2 | 4 | 4s + Jokers |
| 3 | 5 | 5s + Jokers |
| 4 | 6 | 6s + Jokers |
| 5 | 7 | 7s + Jokers |
| 6 | 8 | 8s + Jokers |
| 7 | 9 | 9s + Jokers |
| 8 | 10 | 10s + Jokers |
| 9 | 11 | Jacks + Jokers |
| 10 | 12 | Queens + Jokers |
| 11 | 13 | Kings + Jokers |
The shifting wild is the engine of the game. A 7 is a useless mid-rank card in most rounds, but during the round of 7s it's a near-Joker. Cards you discarded easily two rounds ago might be the cards you're desperately collecting now.
How Wild Cards Substitute
A wild card can fill any role in a book or a run:
- In a book: a wild becomes any rank. For example, in the round of 5s, 9♥ – 9♣ – 5♠ (the 5 is wild) is a valid book of 9s.
- In a run: a wild becomes any rank in the right suit. For example, 4♣ – 5♣ – 7♣ isn't a run by itself, but 4♣ – 5♣ – Joker – 7♣ is — the Joker fills in for the 6♣.
Wilds work at the edges too: Joker – 4♥ – 5♥ is a run starting on the 3 (the Joker stands in for 3♥). You can extend with wilds at either end, as long as the resulting run stays within the 3-to-King range.
The All-Wild Rule
Standard Five Crowns rules require at least one natural (non-wild) card in every book or run. So Joker – Joker – 7♥ (wild) in the round of 7s is not a valid book — every card is wild.
A common house variation is to permit all-wild combinations. This makes wilds even more flexible and tends to push games toward more "go out" rounds and lower scores. As with any house rule, agree before you deal.
You can have multiple wilds in a combination as long as the natural-card rule is met. For example, in the round of 4s: Joker – 4♣ – Q♣ is fine (Q♣ is the natural card; the Joker fills J♣ and the 4 fills K♣ — wait, that's actually backward, since the 4 is wild not in sequence). A better example: 4♥ – Joker – Joker works as a book of 4s (the natural 4♥ is present).
The Penalty for Getting Caught
Wild cards are powerful, which is why the game makes them painful to hold:
- The round's wild card: 20 penalty points
- A Joker: 50 penalty points
These come into play if you don't go out — every card left in your hand is added to your score. Since 50 points is roughly half a typical winning total, a single Joker stuck in your hand can flip a winning game into a loss.
For full scoring math and worked examples, see the Five Crowns scoring guide.
When to Use a Wild Card vs Hold It
Wild cards are most valuable in your longest, hardest-to-complete combination. A wild that fills a run of three saves you maybe 15-20 points; a wild that fills a run of six or seven saves closer to 50.
Practical rules of thumb:
- Use wilds in long runs first. A run of 5+ cards is worth more in saved points than a small book or run.
- Hold wilds if you're close to going out. If using a wild now means laying down combinations early and revealing your hand to opponents, sometimes it's better to stay quiet for one more turn.
- Dump wilds if someone else looks ready to go out. A 50-point Joker in your hand at round end is much worse than a Joker you used in any combination, no matter how small.
Common Wild Card Mistakes
- Forgetting which rank is wild. The shifting wild is the easiest thing to lose track of. In the round of 7s, that 7 in your hand isn't a 7 — it's a free pass to anywhere. Many beginners discard their wilds to "clean up."
- Holding Jokers too long. The most expensive mistake in the game. If there's no path to going out, the Joker has to find a meld — even a small one — before the round closes.
- Using a wild for too small a save. If your only meld with a wild is a book of three, that wild is worth maybe 15 points to you. Sometimes it's worth keeping the wild and waiting one more turn to draw the missing natural card.
- Ignoring the round transition. A 6 you carefully held in the round of 6s becomes a normal-value 6 next round. Plan one round ahead — don't end the round of 6s with a useless former-wild in hand.
Frequently Asked Questions
Are Jokers always wild?
Yes. Jokers are wild in every round, no matter what.
What's the wild card in the round of Kings?
Kings are wild in round 11, in addition to Jokers.
Can I lay down an all-wild book?
Not in standard rules — every book or run needs at least one natural card. Some house rules permit it; check before you deal.
If I draw the round's wild card, do I have to play it?
No, you can hold it like any other card. Just remember: holding it at round-end costs 20 penalty points.
Can wild cards extend an opponent's combination?
In standard rules, no — each player's combinations stand alone. House rules sometimes allow this, which often leads to faster, lower-scoring games.
Is the wild card always the same rank as the round number?
Yes. Round 1 = 3s wild, round 2 = 4s wild, … round 9 = Jacks wild, round 10 = Queens wild, round 11 = Kings wild.
Never miscount a wild again.
Score Keeper for Five Crowns automatically applies the right wild card penalty for every round, tracks Jokers, and sums totals as you play. Free on iOS and Android.
Related: complete Five Crowns rules · scoring guide