FIVE CROWNS Rules
A five-suited rummy game played over eleven rounds.
Goal
Make your hand into books and runs so as few unused cards as possible remain. After the eleventh round, the player with the lowest total score wins.
Books and runs
- A book is three or more cards of the same value, regardless of suit.
- A run is three or more consecutive cards of the same suit.
- Jokers and the round’s rotating wild cards may replace cards in books or runs.
Rounds and wild cards
| Round | Cards dealt | Wild |
|---|---|---|
| 1–8 | 3 through 10 | The matching number |
| 9 | 11 | Jacks |
| 10 | 12 | Queens |
| 11 | 13 | Kings |
Jokers are always wild. The dealer rotates each round, and the player to the dealer’s left starts.
Taking a turn
- Draw from the draw pile or take the top discard.
- Keep books and runs in your hand until you can go out.
- Finish by discarding one card.
Going out and scoring
To go out, draw normally, lay your entire hand into books and/or runs, and discard your final card. Every other player gets one last turn. You may not play cards on another player’s books or runs.
Cards in books and runs score 0. Add only unused cards: number cards use face value; Jacks are 11, Queens 12, Kings 13, current wild cards 20, and Jokers 50.
Using this scorekeeper: enter each player’s unused-card total after every round. It automatically advances the deal, wild card, dealer, starting player, and totals.
Rules condensed from the official PlayMonster FIVE CROWNS rules.