Five Crowns scorekeeper
Keep all eleven Five Crowns rounds with rotating wild-card reminders, a leftover-card penalty helper, editable history, local saving and CSV or backup exports.
About the game and this companion
Five Crowns is a five-suit rummy game. Players try to use cards in books and runs, leaving fewer penalty points after someone goes out.
How scoring works
The eleven rounds deal 3 through 13 cards; that dealt rank is wild. Enter only unused-card penalties after books and runs. Numeral and face ranks count their values (J=11, Q=12, K=13), unused rotating wilds count 20, and jokers count 50. Lowest total after eleven rounds wins.
Worked example
In the five-card round, unused cards 5, 9 and JOKER score 20 + 9 + 50 = 79. Cards already used in a book or run score nothing.
Scope and limits
The helper counts unused ranks; it does not decide which books/runs are legal or optimal. Use one standard two-deck set with 2–7 players. At least one player who went out scores zero. Final ties are shown as shared winners; the optional extra tiebreak round is outside this eleven-round sheet.
Names and saved hands stay in this browser’s storage on this device. Storage can be cleared or unavailable; download a JSON backup to keep a portable record. Import only a backup from this same tool. Unsaved hand edits disable exports until you save or cancel. No account or remote table is required.
Rule reference: PlayMonster Five Crowns rules.
Independent companion, not an official game product. Game names and trademarks belong to their respective owners. No publisher card or board artwork is included.