Five Crowns
What We Like
- Fifth suit adds a real decision
- Rotating wild keeps rounds feeling new
- Seats up to seven at one table
Worth Noting
- Cards stick and shuffle in clumps
- Plain cardboard box won't travel
- Ages
- 8 and up
- Players
- 1 to 7
- Contents
- Cards and rulebook
- Item Weight
- 6.4 oz
Read the full review
A fifth suit of stars is the visible gimmick; the rotating wild card is the one that changes how the game feels. Each hand has a different rank wild, so the card that rescued your last round is dead weight in the next one. It is a real rummy game rather than a children's version of one, and that is exactly the point of it.
Books and runs work the way rummy players expect, so an adult can teach it while dealing, and a child who has played any matching game will follow the first hand without much help. Up to seven can play at once, which is more than most of the boxes here, and the hands are quick enough that nobody is stuck with a bad one for long.
We rate it near the top of this group for replay value — the changing wild is why it keeps coming back out — but it asks a child to hold a plan in their head across a whole hand. Eight is about right; a six-year-old will be having their cards played for them, and the memory load rather than the rummy is what trips them up.
Bottom line: It's the rummy game we hand to families with an eight-year-old: a star suit and a shifting wild give a child something to plan around, not just match.