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Five Crowns

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Each round increases the number of cards you get (first round is 3, second is 4, etc.) until you reach thirteen cards. So, when 3 cards are dealt, the 3s are wild, when 4 cards are dealt, the 4s are wild and so on until the last round when the Kings go wild. J♦, or 6♦, 7★, 7 ★, 9 ★ . You can have as many wild cards or Jokers in a run as you wish (and they may be adjacent to each other).

We play cards with several different groups of friends and family. With some, I never pull stuff like this, but with others, I know we’re competitive enough that a strat like this is just a part of the game. The winner of the hand scores zero points, whereas all other players score points based on the cards remaining in their hand: What are the most points someone can score (i.e., lose in the most glorious fashion)? You can score as high as 1,225 points.If you have only one wild card or Joker in your hand after someone goes out and you can’t play it, you may wish to discard it. This will cut your losses (wild cards and Jokers are worth lots of points), but unfortunately it will probably help your opponents. Jokers are always wild. The additional wild cards for each pile are different. They are based on the number of cards each pile was dealt. For example, the first pile has 3 cards, so 3s are wild for that pile.

The winner is the player with the fewest points at the end of all 11 rounds. Though not part of the official rules I have seen, our “house rule” is that in case of a tie, the winner is the player who went out the most number of hands. Tips Watch For Sets Over Runs For Faster Matches – There are 10 of each card, so your odds are pretty good of getting sets. A book consists of three or more cards of the same value regardless of suit. For example: 8♣, 8♥, 8♠, or K♠, K♦, K♥, K♥. Any card in a book can be replaced by any wild card or Joker. For example, if 8s are wild, then a book could be 8♠, Q♠, Q ★ . You can have as many wild cards or Jokers in a book as you wish (and they may be adjacent to each other). To play Five Crowns by yourself, simply play the game as you normally would, though you won’t be able to draw from the discard pile (Why would you? They’re your cards!).If you have a wild card in your hand that you can't use - you are allowed to discard it. This will save you points but may help the next player. All things being equal, it is better to complete your books or runs using lower value cards. This way you score fewer points if you do not successfully play out your hand. This said, I would not sacrifice a good start (e.g., two kings) to pursue this strategy; instead, if it’s the first hand and you have two pairs (e.g., kings and fours) after drawing your card for the turn, then I would toss a king into the discard pile. So if you’re sitting on two 5s, you’ll be waiting for one of those remaining two to make a match or book as they call it in this game. To begin, take the top card from the draw pile and decide which of the 11 piles you want to play it in. After adding it, discard one card from that pile. Discarded cards are not allowed to be used again.

On each player’s turn, they may either add the top card of the draw or the discard pile to their hand. When the card for the round is dealt, the remaining cards should be placed in the middle, and these will then form the draw pile. Before starting the round, take one card off the pile and put it down, so it’s face-up; this card creates the discard pile. Book and Runs For example, if you’re waiting for one of two cards for a run and you see the player across from dumping a bunch of them, it may be time to switch strategy. Keep your options open. You can come from behind even in the last round; hence the slogan, The game isn't over 'til the Kings go wild! You can’t double-count cards for books at the end, but holding this at the beginning of a round is a smart idea to help you find matching cards. Game Play Rules Of Five CrownsLittle strategy errors happen when you think you know how wilds work in this game, but you’re wrong.

Sets: Sets (or books) are three or more cards of the same value, no matter which suit. Cards in a set can be replaced by wild cards or jokers. Just like in Rummy, cards can only be removed from your hand in either a book or a run. Books are three (or more) matching cards; the suit doesn’t matter as long as the number is the same. Runs, on the other hand, are a numerical sequence of cards of the same suit. Each one is worth its value, the round wild is 20 points, and the Aces are 50 points, so make sure to lay them down as soon as possible. The player to the dealer’s left goes first; before attempting to make runs/books take either a card from the draw pile or the top card from the discard pile. Then you can play any runs or books you have. You must have at least one card left in your hand to discard at the end of the round.Start your turn as normal, then lay down your entire hand in books and/or runs on the table in front of you before discarding your last card. You can only use the number of cards you were dealt to make your books and/or runs. You must have one card left to discard. Your discard can be a playable card . For runs, say if you have a 4 and 5 of spades, you’ll still be waiting on the 6 or 3 of spades. There are only two of these each, so four in total.

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