Rummy with five suits, growing hands, and a wild card that changes every round.
Who it's for
You like Rummy or Gin and want a card game that keeps changing, or you need something that handles groups up to seven. Good when you want a long evening with a deck.
Not for you ifβ¦
Rummy does not do much for you, or you want conflict between players. You mostly build your own hand, and interaction stays in the discard pile.
Vibe's take
Easygoing and chatty at the start, then increasingly tense as the hands get bigger and melds are harder to complete. The shifting wild card keeps you re-thinking your hand each round.
Five Crowns is rummy that keeps changing the rules on you. The deck has five suits and six jokers, and you still build runs and sets of three or more. The twist: the hand size grows every round, from three cards in round one up to thirteen in round eleven, and the wild card matches the hand size. So round four has fours wild, and round thirteen has kings. Lowest total at the end wins, because unmelded cards count against you. Whoever goes out first gives everyone else one last turn to dump points. It plays quickly, scales from a lone solo game to seven, and rewards players who adapt to each new round.
Get it
Players
Duration
30 min
Ages 8+
Complexity
1.2 / 5 β Very LightBGG Rating
5.9/10
Rank #4,254
4.6k ratings
Published
1996
Designed by
Marsha J. Falco
Published by
asmodee, 999 Games, Broadway Toys LTD, Gigamic, AMIGO and 4 more