All eleven rounds with the deal size and that round’s wild card printed on every row — so nobody has to ask "what’s wild?" — plus the card values, jokers and all.
| Round | Cards | Wild | P1 | P2 | P3 | P4 | P5 | P6 | P7 |
|---|---|---|---|---|---|---|---|---|---|
| 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 | |||||||
| TOTAL | |||||||||
Five Crowns — often written 5 Crowns — is rummy with a rotating wild card and a five-suit deck — the fifth suit is stars — and it runs exactly eleven rounds. The deal grows from three cards to thirteen, and the wild card grows with it: threes are wild in the three-card round, and by the last round the Kings go wild.
Cards melded into books and runs score nothing. Everything left in hand counts against you: face value for number cards, 11-12-13 for jack, queen and king, 20 for the current wild card, and 50 for a joker. Lowest total after round eleven wins.
Those last two values shape the whole game — holding a joker hunting for the perfect run is a 50-point gamble every time someone else goes out.
The single most-asked question at a Five Crowns table is "what's wild this round?" — so it's printed on every row of this sheet next to the deal size. When the discard pile answers get slow, check the row, not the rulebook.
When a player lays down their whole hand, everyone else gets one final turn to meld what they can before counting. That last turn is where jokers either find a home or cost 50.
How many rounds? Eleven — deals of 3 through 13 cards.
What's wild? Jokers always, plus the card matching the round's deal size: 3s in round one, up through Kings in round eleven.
What's a leftover joker worth? Fifty points against you — the most expensive card in the game.