Five Crowns: Junior
Your Price: $12.99
(Worth 1,299 Funagain Points!)
from 5 customer reviews
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Five Crowns Junior designed especially for kids! Kid-friendly version of the classic Five Crowns game with simplified cards and rules Just as exciting as the original Great way to teach kids basic rummy concepts that are simple enough for a 5 year old, but with enough strategy that it’s fun for all ages! Five Crowns Junior is a must-have for parents and grandparents who love Five Crowns! It simplifies the adult favorite and makes it fun for all ages!
Based on the same principles that make Five Crowns such a great seller, Five Crowns Junior is a five-suited, rummy-style game with a rotating wild card. The rotating wild card keeps players on their toes and the crown jewel and bandit scoring chips add tons of laughter for kids of all ages.
Average Rating: 3.6 in 5 reviews
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
This is a card game that is basic rummy with a twist--the wild card changes with every hand. With each hand, the number of cards dealt increases by one, as well as changing the wild card to reflect the number of cards dealt--if 3 cards are dealt, 3s are wild; if 4 cards are dealt, 4s are wild.
This is a 'travel time' game or camping trip game. We took it on a vacation just in case we had a moment of boredom, and I will never regret it.
I have two teenaged daughters, and we have played this game often. We keep coming back to it as a quick, easy way to pass the time. This is a wonderful game for large groups of diverse ages because it is primarily based on luck and involves simple strategy.
It is a simple, light, easy-to-play game that remains entertaining and appeals to many different ages.
5 Crowns is an excellent Rummy variant that will keep you enteratined for hours. Good with 2 but even better with 3 or more. My wife and I use a slight variant of the rules to make the game more interesting (we think).
- The number of wildcards in a book must be less than the number of normal cards. Wildcards used as normals don't count as wildcards.
- If you go out with a natural book of 4 or more then you get white points equal to the number of that card (i.e. 4 queens = -12 points on your score). In the two player game, only the first person gets to score this way. For 'natural' runs, score the lowest card in the run for the 'white points' (i.e. 10-9-8-7 will score -7).
- A 'natural' book of 5 with one of each suit scores -25!
Enjoy this exciting and wonderful game.
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.
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.