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Five Crowns
 
 
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Store:  Family Games, Card Games
Format:  Card Games

Five Crowns


Funagain Games does not stock this edition of this title [], but it may be available in another edition. Try: Five Crowns: Junior


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Ages Play Time Players
8+ 45 minutes 2-7

Designer(s): Marsha Falco

Manufacturer(s): Set Enterprises

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Product Description

Five Crowns a card game for the whole family. It has original game play, but uses skills that you have obtained from playing your old favorites like hearts, spades and rummy. Because Five Crowns has five Royal Families -- the Stars, the Clubs, the Hearts, the Spades and the Diamonds -- yes, five suits in the old usage, it allows a more equal chance of making a book or a run, effectively giving each player more possibilities to readjust their hand so as to go out. The play starts with 3 cards and threes are wild; next hand has 4 cards and fours are wild... working up to the last hand when Kings are wild. Each of the royal families is portrayed in original art and has its own colors. Five Crowns is a fast paced, ingenious new game in eleven rounds.

Product Information

  • Designer(s): Marsha Falco

  • Manufacturer(s): Set Enterprises

  • Year: 1996

  • Players: 2 - 7

  • Time: 45 minutes

  • Ages: 8 and up

  • Weight: 235 grams

Product Reviews

 
 
 
 
 

Average Rating: 3.6 in 5 reviews

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Fun... good family card game... but no strategy
November 24, 2006

You start with a hand of 3 cards on the first round, 4 on the second, 5 on the third, etc. up to a 13 card hand. Your goal is to make set, and runs, and "go out" first.

The other players all get to go once more and try to rid themselves of cards. Cards that can't be played give you points, the winner of the game being the one with the fewest points after the last (11th) hand.

The major flaws in this game are that 1) there is little interaction between players which results in excess randomness determining the outcome of the game, and that 2) since everybody gets "one last turn" after you go out, there is no real strategy, or suspense, and again your fate rests almost completly in the hands of random chance.

In spite of this, this is still a fun, light game that will appeal to players looking for a light, simple, light game that they don't have to think too hard about...because it is light.

 
 
 
 
 
by Kevin
Remains a favorite, beginner to expert
February 22, 2002

As with all card games you have to get the cards

some times you just get lucky or not

Five Crowns with five sutes and one extra card

dealt each hand as the wild card changes is fast paced and as challenging as your level of play

The idea of the game is to collect sets of same number cards and or sequences of same sute when your hand is compleat you go out trying to catch your opponents with unplayable cards in there hand thus scoring them points player with lowest points wins

Our group plays cards very competivly every thing from Ono to Pinochle allways trying somthing new Yet five crowns remains a favoret

of the newcommers and the old dogs even our children love it

 
 
 
 
 
Gin Rummy + Extra Suit + Oh Hell = Five Crowns
March 06, 2001

Five Crowns is five-suited gin rummy with an Oh Hell mechanism thrown in (start at 3 cards and deal one additional card per hand until you reach 13 cards). The number of cards dealt determines which number is wild for that hand (3's are wild on the first hand, 4's on the next, etc.). There are two decks of cards plus six Jokers, and the aces and twos have been removed. So, other than these modifications, the game is gin rummy.

I like rummy, but for some reason Five Crowns doesn't appeal to me. The increased number of wild cards (16 each hand) means each hand is fairly quick since it is easy to go out. In fact, it is not unusual for someone to go out on their first or second draw. Maybe that is what doesn't work for me: that many wild cards makes the game heavily impacted by luck.

Anyway, if you are a big rummy fan this is probably worth picking up. I recommend Mystery Rummy Case No. 1 over Five Crowns, though.


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