Five Crowns With Regular Cards: a Printable Rules Sheet You Can Save as a PDF

Some card nights start with the same sentence: “We’ve got a deck… now what?” That’s usually when people end up searching five crowns with regular cards pdf—not because they want to “clone” a boxed game, but because they want the feeling: quick turns, clever runs, and that rotating-wild twist that keeps hands from playing the same way twice.

The good news: you can recreate a very close experience with standard decks, using a simple house-rule adaptation inspired by Five Crowns’ structure (often compared to the older “3 to 13” style of rummy).

What you need (regular cards only)

To mirror the pacing of Five Crowns, use:

  • 2 standard 52-card decks

  • Jokers included (most decks have 2; use all you have)

  • Paper for scoring (or a notes app)

Official Five Crowns uses two combined decks and treats Jokers as always-wild, so keeping Jokers in your home version preserves the game’s personality.

The core engine: 11 rounds that grow from 3 cards to 13

This is the heart of the game.

You’ll play 11 rounds. Round 1 is small and fast; Round 11 is big and chaotic in a satisfying way.

  • Round 1: deal 3 cards each

  • Round 2: deal 4 cards each

  • Keep increasing by 1 card per round

  • Round 11: deal 13 cards each

That “3 up to 13” structure matches the official flow of Five Crowns.

How turns work (simple and consistent)

Each round:

  1. Shuffle all cards together. Deal the round’s hand size.

  2. Put the remaining cards face down as a draw pile.

  3. Flip one card face up to start the discard pile.

  4. On your turn: draw 1 (from draw pile or top of discard), then discard 1.

In Five Crowns, you keep your sets in hand until you can “go out,” and you can’t build onto other players’ laid-down melds. Keep those rules here too—they prevent the table from turning into a free-for-all.

What counts as a meld: books and runs

You’re trying to form your hand into books and/or runs.

Books

Three or more cards of the same rank (suits don’t matter).

Runs

Three or more consecutive cards of the same suit.

This is why the game stays beginner-friendly: you’re always chasing one of two shapes.

Rotating wild cards (the signature twist)

Jokers are always wild.

On top of that, each round has a rotating wild based on the number of cards dealt:

  • If you were dealt 3, then 3s are wild

  • If you were dealt 7, then 7s are wild

  • Final round: when you’re dealt 13, Kings are wild

Wilds can substitute inside books and runs, and you can use more than one wild in the same meld.

Going out (and the “one last turn” rule)

You may only go out on your turn:

  • Draw as normal.

  • Lay down your entire hand as books/runs.

  • Keep one card to discard as your final discard.

Then everyone else gets one more turn to improve their hand, lay down what they can, and discard once. No one is allowed to play onto someone else’s melds.

That one-last-turn rule is quietly brilliant: it keeps the end from feeling cheap.

Scoring (fast, familiar math)

You only score the cards left unmelded in your hand. Melded cards score zero.

Use these values:

  • Number cards: face value (5 = 5 points)

  • Jack = 11, Queen = 12, King = 13

  • Joker = 50

  • The rotating wild for that round = 20

Lowest total score after 11 rounds wins—same objective as Five Crowns.

Optional: two “regular cards” approaches (pick one)

If you want the cleanest regular-deck experience, play with four suits only (hearts/diamonds/clubs/spades). It works smoothly because books and runs don’t require a fifth suit to be fun.

If you’re chasing the closest-to-boxed Five Crowns vibe, you can DIY a fifth suit by marking cards (stickers or a small pen symbol). That’s extra effort for marginal gain—but some groups love the ritual.

Either way, your night still plays like Five Crowns: rotating wilds, escalating hand size, and constant hand-rebuilding.

PDF-ready rules block (copy/paste, then “Print to PDF”)

Setup: Shuffle 2 standard decks with Jokers. Deal 3 cards each (Round 1). Place remaining cards as a draw pile; flip one card to start the discard pile.
Turn: Draw 1 card (draw pile or top of discard), then discard 1 card. Keep melds in your hand until you go out.
Melds: Books = 3+ of same rank. Runs = 3+ consecutive in same suit.
Wilds: Jokers always wild. Rotating wild = the rank equal to cards dealt that round (3s in Round 1, 4s in Round 2… Kings in Round 11).
Going out: On your turn, draw, lay down your full hand as melds, keep 1 card to discard. After someone goes out, everyone gets one final turn. No playing onto other players’ melds.
Scoring: Unmelded cards only. Number cards = face value; J=11, Q=12, K=13; Joker=50; rotating wild=20. Lowest score after 11 rounds wins.

If you came here for a five crowns with regular cards pdf, the rule set above gives you the same rotating-wild rhythm and 11-round arc that makes Five Crowns so replayable—without needing a specialty deck. It’s the kind of card-game adaptation that feels obvious after you try it once, then becomes “the version we always play.”