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Five Crowns box art

Five Crowns

Players

1-7

Time

?-?

Age

8+

Weight

1.23

Rating

6.05

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.9

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.0

Luck-sensitive

Table feel

Five Crowns has a moderate level of direct confrontation and strategic confrontation. Players need to be aware of and react to others' strategies frequently. However, there is less emphasis on cooperation in the game. Overall, Five Crowns has a good level of player interaction.

Replay value

Five Crowns has a high replayability score due to its high variability gameboard, strategic depth, and scalability. The game offers different experiences each time it is played, allowing players to discover new tactics and strategies. The presence of expansions adds additional content and gameplay elements, further enhancing the replay value. The game adapts well to different player counts without compromising its appeal or balance. While it may take some time to learn, the depth it offers makes it worth the effort.

Luck profile

Five Crowns has a moderate influence of luck. The game outcome is not solely determined by random elements, but they still have a notable impact. Players have some ability to mitigate the effects of randomness through strategic decisions and planning. The game relies on a balanced mix of luck and strategy, making it an enjoyable and engaging experience.

Overview

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.

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