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Five Crowns
by Marsha J. Falco · Set Enterprises, Inc.
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About the game
What is Five Crowns?
Five Crowns is rummy with a five-suited deck and a twist. The set collection aspect of rummy is basically the same, with groups of three cards in either runs or denominations making a valid meld. The twist is that in each hand the number of cards required to create a meld increases, from three cards in the first hand to thirteen in the last. The game, therefore, consists of eleven hands. In each hand, in addition to the six Jokers, other cards are designated as wild: in the first hand 3s are wild; in the second hand 4s are wild, and so on until in the last hand the Kings go wild. (You can remember which cards are wild because it matches the number of cards in hand, i.e., in the first hand you hold three cards and 3s are wild.) A hand ends when a player can meld all cards in her hand after the discard.
How it plays
Mechanics
On the shelf
Categories
Questions players ask
Questions to bring to BoardGameBrain
- How do setup and the first turn work in Five Crowns?
- When does scoring happen and what ends the game?
- How should the table resolve an unusual timing or rules interaction?