Five Crowns Waterproof Card Game: How to Play and Score
By PlayMonster – Big on Fun | Published: 2026-10-13
Category: How-to Guides
Learn how to play Five Crowns with this step-by-step guide covering setup, the rotating wild card, going out, and scoring. Written for beginners and family game night.
Quick answer
Five Crowns is a five-suited rummy-style card game where each round adds one more card to your hand and changes the wild rank. To play, deal the correct number of cards for the round, take turns drawing and discarding, and arrange your hand into books and runs. The first player to go out ends the round, then everyone scores their remaining cards. The player with the lowest total score after all rounds wins.
What you need before you deal
Five Crowns uses a double deck with five suits: spades, clubs, hearts, diamonds, and stars. The rotating wild card is the key twist: in round 1, 3s are wild; in round 2, 4s are wild, and so on up to kings in round 11. The game ends when the kings go wild. The waterproof version is handy for playing outdoors or near water, but the rules are the same as the classic game.
You need two to seven players, a flat surface, and a way to keep score. Because the deck is waterproof, you can play on a patio, at the beach, or at a poolside table without worrying about splashes. The cards are still cards, so keep them from blowing away in strong wind.
How a turn works
On your turn, draw one card from the draw pile or the discard pile. Then discard one card face up. You are trying to arrange your entire hand into books (three or more cards of the same rank) and runs (three or more consecutive cards of the same suit). The rotating wild card can substitute for any card in a book or run.
You may not discard a card and then pick it back up on the same turn. If you draw from the discard pile, you must use that card in a book or run immediately; you cannot hold it in your hand for later. This is a common mistake for new players.
Going out and scoring the round
When you can arrange all your cards into books and runs with one card left to discard, you go out. You discard your last card face down and the round ends immediately. Every other player then lays down their remaining cards and adds up the point values: 3s through 9s are worth 5 points each, 10s through kings are worth 10 points each, and jokers are worth 15 points each. The wild card for the round is worth 20 points if it is left in your hand.
Write down each player's score for the round. The dealer rotates clockwise, and the next round begins with one more card in hand. After 11 rounds, the player with the lowest total score wins.
Tips for smoother play
Keep your books and runs organized in your hand so you can see what you need. Remember that the wild card changes each round, so a card that was wild last round is just a regular card now. If you are playing with kids, consider a shorter game by playing only the first five rounds. The waterproof cards are a practical choice for family night because they wipe clean and survive outdoor play.
Five Crowns setup and play steps
- Deal the first round: Shuffle the deck and deal 3 cards to each player for round 1. Place the rest of the deck face down as the draw pile and turn the top card face up to start the discard pile. In round 1, 3s are wild. Checkpoint: Make sure everyone has the correct number of cards before play begins.
- Take your turn: Draw one card from the draw pile or the discard pile. Then discard one card face up. If you draw from the discard pile, you must use that card immediately in a book or run. Common mistake: Drawing from the discard pile and then discarding it without using it.
- Arrange books and runs: A book is three or more cards of the same rank. A run is three or more consecutive cards of the same suit. The wild card for the round can substitute for any card. Checkpoint: You can rearrange your hand at any time, even when it is not your turn.
- Go out to end the round: When you can arrange all your cards into books and runs with one card left to discard, discard that last card face down and say 'out.' The round ends immediately. Common mistake: Forgetting to discard your last card before declaring you are out.
- Score the round: Each opponent adds up the point values of their remaining cards: 3s–9s are 5 points, 10s–Kings are 10 points, Jokers are 15 points, and the wild card for the round is 20 points. Record each player's score. Checkpoint: Double-check that the wild card is scored at 20 points, not its normal value.
- Advance to the next round: The dealer rotates clockwise. Deal one more card than the previous round. The wild rank also increases by one (round 2: 4s are wild, round 3: 5s are wild, and so on). Common mistake: Forgetting to change the wild rank each round.
- Finish the game: Play continues through round 11, when Kings are wild. After the final round, total each player's scores. The player with the lowest total score wins. Next step: For a shorter game with kids, play only the first five rounds and total scores then.
Product facts
- FIVE CROWNS WATERPROOF CARD GAME: Five Crowns is a five-suited rummy-style card game with a double deck that includes spades, clubs, hearts, diamonds, and stars. The fifth suit and double deck make it easier to arrange your entire hand into books and runs, which is the core goal of the game.
- FIVE CROWNS WATERPROOF CARD GAME: The game features a rotating wild card that changes each round, keeping players on their toes. You need to track which rank is wild for the current round, because that changes which cards are most valuable to keep or discard.
- FIVE CROWNS WATERPROOF CARD GAME: This edition is waterproof. It is a practical choice for outdoor play, poolside gatherings, or family game night where spills are likely.



