Five Crowns rules: how to play and score all 11 rounds
* Difficulty is our editorial read on how hard the game is to pick up — not an official rating. Player counts and deck sizes come from the game's rulebook.
Five Crowns is a rummy-style card game for 2 to 7 players, played with a special five-suit deck. It runs across 11 rounds, with each player's hand growing from 3 cards up to 13, and the wild-card rank each round always matches that round's hand size. Players build their hand into runs and sets, and the lowest total score after all 11 rounds wins.
Setup
The first thing that trips up new players is the deck itself. Five Crowns doesn't use a standard 52-card deck, it adds a fifth suit, commonly shown as a star, alongside hearts, clubs, diamonds and spades. Two of these five-suit decks are shuffled together, giving 116 cards total once jokers are included, enough to keep 11 rounds of steadily growing hands supplied all the way through.
Once shuffled, the dealer deals out that round's hand size, starting at 3 cards in round 1, and turns the next card face up to start the discard pile. The remaining cards form the draw pile.
The single most useful reference for the whole game is the round-by-round table below, since both the hand size and the wild rank change every single round.
| Round | Hand size | Wild rank |
|---|---|---|
| 1 | 3 | 3s |
| 2 | 4 | 4s |
| 3 | 5 | 5s |
| 4 | 6 | 6s |
| 5 | 7 | 7s |
| 6 | 8 | 8s |
| 7 | 9 | 9s |
| 8 | 10 | 10s |
| 9 | 11 | Jacks |
| 10 | 12 | Queens |
| 11 | 13 | Kings |
Jokers are wild in every single round, on top of whatever rank happens to be wild that round. That's the one constant in a game where almost everything else shifts round to round.

Gameplay
Each round follows the same rhythm regardless of hand size: draw a card, try to build toward melding your whole hand, then discard. A valid meld is either a run, three or more consecutive cards of the same suit, or a set, three or more cards of the same rank regardless of suit. Wild cards, both that round's wild rank and every joker, can stand in for any card needed to complete either kind of meld. Anyone who already knows rummy-style meld and run rules will recognize the basic shape of a turn immediately, Five Crowns just layers a rotating wild rank and a growing hand size on top of that familiar structure.
A player goes out once their entire hand is arranged into complete runs and sets, with one card left over to discard on the way out. That's the finish line for the round, not the whole game, since the next round immediately deals one more card to everyone and moves to the next wild rank.
Once a player goes out, the round doesn't end instantly for everyone else. Each remaining player gets exactly one more turn: draw a card, lay down whatever complete melds they can, then discard, with anything still unmelded counted against them. That last-turn rule matters strategically, since a player sitting on an almost-complete hand can occasionally rescue a round they'd otherwise lose badly, while someone caught with a fistful of high cards and no way to finish just has to take the hit.

Scoring
Only players who don't go out score points, and only for whatever's left unmelded in their hand at the end of the round, cards that made it into a completed run or set don't count against anyone.
| Card type | Points |
|---|---|
| Number cards (3–10) | Face value |
| Jack | 11 |
| Queen | 12 |
| King | 13 |
| That round's wild-rank card | 20 |
| Joker | 50 |
These totals carry forward across all 11 rounds, added up cumulatively as the wild rank climbs from 3s to Kings. Once round 11 finishes, whoever has the lowest running total across the whole game wins, which means one disastrous round holding a fistful of jokers can undo several good ones before it.
Here's how that math plays out in a single round. Say it's round 6, so 8s are wild and everyone holds 8 cards. A player who doesn't go out is left holding a 9, a Queen, and that round's wild 8. The 9 scores 9 points at face value, the Queen scores 12, and the wild 8 scores 20 regardless of what it would normally be worth. That's 41 points added to that player's running total for the round, on top of whatever they'd already accumulated from rounds 1 through 5. A joker sitting unmelded in the same hand would have added 50 more on its own, which is exactly why holding onto a joker too long is one of the costliest mistakes in the game. Because the wild-rank card always scores a flat 20 regardless of its printed rank, holding a low-numbered wild card, say a 3 in round 3, carries the same penalty as holding a queen, which is often the detail that surprises new players comparing this table to plain rummy scoring.
Carry that same player's habits forward and the running total tells the real story. Say they'd already picked up a modest 35 points combined across rounds 1 through 5 before this 41-point round 6, putting them at 76 after six rounds. A clean run through rounds 7 and 8, going out both times for 0 added, keeps that total frozen at 76, while an unlucky opponent stuck holding face cards or jokers every round climbs past 150 in the same stretch. That gap is exactly why Five Crowns rewards going out consistently over racking up the odd huge round: a single joker left in hand late in the game, worth 50 points on its own, can undo two or three clean rounds in one stroke, but a player who goes out even a few times across all 11 rounds can absorb one or two bad ones and still finish with the lowest total.
Variations and house rules
Groups short on time sometimes shorten the game by skipping the final rounds, playing only up through, say, round 8 or 9, and comparing totals at that point instead of after the full 11. A jokers-only-wild house variant removes the rotating wild rank entirely, so jokers are the only cards that ever substitute, which slows the game down but makes each round's melds a little more predictable to plan around since players aren't also hunting for that round's specific wild rank. Some tables also agree on a scoring cap beforehand, so no single round's unmelded penalty can climb above a set ceiling regardless of how many high cards or jokers a player is stuck holding, which keeps one disastrous round from deciding the whole game on its own.
FAQ
How many cards do you deal in Five Crowns?
It depends entirely on which round you're in: 3 cards in round 1, climbing by one card every round, up to 13 cards in round 11. The full progression is in the round-by-round table above.
What suits does Five Crowns use?
Five, not the usual four. Alongside hearts, clubs, diamonds and spades, Five Crowns adds a fifth suit typically shown as a star. Two full five-suit decks are combined for play, giving 116 cards total once jokers are counted in.
How do wild cards work in Five Crowns?
Each round has its own wild rank, matching that round's hand size, so 3s are wild in round 1 and Kings are wild in round 11. Jokers are wild in every round regardless of that round's designated rank, and both kinds of wild card can stand in for whatever's needed to complete a run or a set.
How many rounds does Five Crowns have?
Eleven, running from a 3-card hand up through a 13-card hand. Whoever has the lowest cumulative score once all 11 are finished wins the game, so a single bad round late in the game can still be recovered from if the totals before it were low enough.