Board & Card Games · Type

Five Crowns: The Card Game, the Rules and the Editions

Five Crowns is a rummy-style card game from PlayMonster: 11 rounds, a hand that grows from 3 cards to 13, and a wild card that changes every round. You build books and runs, and the lowest total score after the last round wins. The rules sheet lists 1 to 7 players and ages 8 and up. On Amazon US the editions differ mostly by the box: a tin, a mini round tin, a travel case and a waterproof deck. It's rummy that keeps moving the goalposts, on purpose.

Two hands holding fanned playing cards over a folding table with a draw pile, one face-up discard and a score pad

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Card games
ModelRecommended agePlayers (min)Players (max)Play time (min)Play time (max)Amazon
PlayMonster Five CrownsCard games
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Game type
Rummylisting
8–12 yearslisting2listing7listing——Check price
PlayMonster Five Crowns Collectible TinCard games
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Game type
Rummylisting
Storage tin
Yeslisting
Edition / variant
Collectible Tinlisting
8+ yearslisting1listing7listing——Check price
PlayMonster Five Crowns Mini RoundCard games
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Game type
Rummylisting
Storage tin
Yeslisting
Edition / variant
Mini Roundlisting
—2listing4listing15 minlisting15 minlistingCheck price
PlayMonster Five Crowns Travel CaseCard games
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Game type
Rummylisting
Edition / variant
Travel Caselisting
—————Check price
PlayMonster Five Crowns WaterproofCard games
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Game type
Rummylisting
Edition / variant
Waterprooflisting
—————Check price

What’s in this listEditions and versions of Five Crowns sold on Amazon US, matched by the name on the listing. Players, age and play time come from the box or listing. “—” means neither the maker nor the Amazon listing states it.

What the Five Crowns card game is

Five Crowns is rummy with a schedule. You try to turn your whole hand into sets, then go out. The twist is that the hand size and the wild card both change every round. Round one, you hold 3 cards and 3s are wild. Round eleven, you hold 13 cards and Kings are wild. Everything in between climbs one step at a time.

You score only what you get stuck with. So unlike most card games, low wins. A great round can score zero. A bad one can sting.

Box facts from PlayMonster's rules sheet:

If your family plays rummy already, you can learn Five Crowns in one round. If you don't, the first round is only 3 cards, which is about as gentle a start as a card game gets.

How Five Crowns plays

The rules below are in my own words, from PlayMonster's Five Crowns instructions (the 2019 sheet). The deck is the part people don't expect, so start there.

The deck: five suits, no 2s, no Aces

Each deck has five suits: stars, hearts, clubs, spades and diamonds. Every suit runs 3 through 10, then Jack, Queen and King. That's 11 cards a suit. Add three Jokers per deck, and you get 58. Shuffle two decks together and you have the full 116-card pile.

The fifth suit is stars. Marisol has never shown interest in a card game until I told her that.

The wild card follows the deal

Jokers are always wild. On top of that, one rank is wild each round, and it always matches the number of cards dealt.

Round Cards dealt Wild rank (plus Jokers)
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

The rules sheet has the best tip for this: if you forget what's wild, count your hand. The number of cards you were dealt is the wild rank. It's a rule that checks itself.

Books and runs

Your goal each round is to arrange every card into books, runs or a mix.

A wild card can stand in for any card in a book or a run. You can use as many wilds as you like in one group, even side by side. Two Jokers and a 9 is a legal book of 9s.

Setup and the deal

  1. Shuffle both decks together.
  2. Deal 3 cards to each player, one at a time, going clockwise.
  3. Put the rest face down as the draw pile. Turn the top card face up to start the discard pile.
  4. Each new round, the next dealer adds one more card to every hand.

A turn: draw one, discard one

  1. The player on the dealer's left goes first. Play moves clockwise.
  2. Draw one card: the top of the draw pile, or the top of the discard pile. Only the top card.
  3. Keep your books and runs in your hand. You don't lay them down early.
  4. End your turn by discarding one card.

Your hand size never changes during a round. Draw one, discard one.

Going out

When your whole hand can be arranged into books and runs, start your turn as usual by drawing. Then lay all your groups on the table and discard your last card. You have to have one card left over to discard. That card can even be one you could have played.

Once someone goes out, every other player gets exactly one more turn. Draw as usual, lay down any books and runs you can, then discard. You can't add to anyone else's groups. Whatever you couldn't use stays in your hand and gets scored.

Scoring a round

Only leftover cards count. Cards in books and runs score nothing.

Card left in hand Points
3 through 10 face value
Jack 11
Queen 12
King 13
This round's wild rank 20
Joker 50

So a Joker is the most expensive card to get caught holding. If you have a wild you can't fit anywhere, the rules let you discard it. That saves you points, though it may hand the next player exactly what they wanted.

A round-four example, in my own numbers

Round four deals 6 cards, so 6s are wild. Say your hand is the 4, 5 and 6 of hearts, two Queens and a Joker. The hearts are a run. The Queens plus the Joker are a book of Queens. On your turn you draw a 9 of spades, lay down both groups and discard the 9. You go out with zero points.

Now flip it. Someone else goes out first, and you're left with a Queen of stars, a King of clubs and a Joker you couldn't fit into anything. On your last turn nothing comes together, so all three count: 12 + 13 + 50 = 75 points. Same round, very different evening.

How the game ends

After round 11, add up everyone's totals. Lowest wins. If there's a tie, the sheet gives you a choice: call it a shared win, or deal a 6-card tiebreak round for the tied players only.

Dana's ruling: in our house, ties stay ties. Nobody deals a tiebreak after round 11 on a school night. It's in the rules either way, so everybody's happy, or at least equally tired.

Why the late rounds matter

The rules sheet's slogan says the game isn't over "'til the Kings go wild" (PlayMonster). It's a fair warning. Round 11 has 13 cards in every hand. A player stuck with a few face cards and a Joker can lose 80 or more points in one go, while the player who went out loses nothing. A lead after round 6 is a lead, not a win.

That swing is also why the game works for mixed tables. Early rounds are short and quick for a newer player. Late rounds reward the patient one.

Common Five Crowns mix-ups

From the rules sheet, these are the ones to settle before you deal:

  1. Laying groups down early. You keep everything in your hand until you go out.
  2. Going out without a discard. You need one card left to throw away.
  3. Playing on someone else's groups. Not allowed, even on the final turn.
  4. Taking deeper discards. Only the top card of the discard pile is available.
  5. Forgetting the wild. It's the number of cards in your hand, plus Jokers, every round.

House rules some tables use

These are house rules, not PlayMonster's. Agree on them before round one.

Five Crowns editions on Amazon US right now

Our data for this page lists 5 Five Crowns editions on Amazon US as of October 2026, all from PlayMonster, matched by the name on the listing. The table above shows the players, age and play time each listing states. Where a listing leaves a field blank, I've left it blank too.

The standard game

If you want the game exactly as the rules above describe it, these two are the place to start. The tin is the one to pick if the cards will live in a drawer with other games.

Smaller and travel boxes

The Mini Round's 15 minutes and 2-to-4 cap suggest a smaller game than the 11-round standard, but the listing doesn't explain what changes, so I won't guess. If your group is 5 or more, stick with the standard or tin edition.

Expansions and add-ons

No Five Crowns expansions are in our data. The rules sheet's own add-on idea is simple: combine two complete games to seat up to 14 people. That doubles the deck, not the rules.

Who should skip Five Crowns

Skip it if your table wants a short game every time. Eleven rounds is the full game, and the last few hands are long. The house-rule short game above helps, but it changes the feel.

Skip it if anyone at the table dislikes holding cards for a long time without playing them. In Five Crowns you keep everything in your hand until you go out. There's no laying down progress mid-round.

And skip it if your youngest player is under 8 or still learning to add two-digit numbers. Scoring a round means adding up face values, 11s, 12s, 13s and the occasional 50.

If you like Five Crowns, look at these

Picked by what they share with it: rummy-style sets and runs, and a table of 2 to 7.

Count your cards. That's the wild. That's the whole trick.

Related

Questions people ask

How many players can play Five Crowns?

PlayMonster's rules sheet lists 1 to 7 players. Most listings in our data say 2 to 7, and the Collectible Tin listing says 1 to 7. The rules sheet also says you can combine two games for a party of up to 14 people. The Mini Round edition lists 2 to 4 players, so check that one if your group is bigger.

What cards are in a Five Crowns deck?

Two 58-card decks shuffled together. Each deck has five suits, stars, hearts, clubs, spades and diamonds, with 11 cards per suit running 3 through 10, then Jack, Queen and King. Each deck also has three Jokers. There are no 2s and no Aces, which is why the first round, with 3 cards dealt, has 3s wild.

How long does a game of Five Crowns take?

The Mini Round listing gives 15 minutes. The other Five Crowns listings in our data don't state a play time. A full game always runs 11 rounds, and the hands grow from 3 cards to 13, so the late rounds take longer than the early ones. Your player count changes the clock too.

What age is Five Crowns for?

PlayMonster's rules sheet gives ages 8 and up. The Collectible Tin listing says 8+, and the plain Five Crowns listing says ages 8 to 12, which reads like a listing quirk next to the 8-and-up on the sheet. The Mini Round, Travel Case and Waterproof listings in our data don't state an age.

Who wins Five Crowns?

The player with the lowest total score after the 11th round, when each player gets 13 cards and Kings are wild. You score only the cards you couldn't use in books or runs, so low is good. If players tie for lowest, the rules sheet offers two ways out: share the win, or play a 6-card tiebreak round for the tied players only.

Sources

  1. PlayMonster: Five Crowns Card Game — accessed 2026-10-23
  2. PlayMonster: Five Crowns instructions (PDF) — accessed 2026-10-23