Five-Suit Rummy Score Sheet That Names the Wild Rank Each Round

Eleven rounds from 3 cards to 13, the wild rank named on every row and the card values printed below.

Standard game: 2 to 7 players: a column for each player. Totals fill in as scores are typed.
Player 1
Player 2
Player 3
Player 4
Player 5
Player 6
Player 7
Round 1: 3 cards, 3s wildWild 3s cost 20
Round 2: 4 cards, 4s wildWild 4s cost 20
Round 3: 5 cards, 5s wildWild 5s cost 20
Round 4: 6 cards, 6s wildWild 6s cost 20
Round 5: 7 cards, 7s wildWild 7s cost 20
Round 6: 8 cards, 8s wildWild 8s cost 20
Round 7: 9 cards, 9s wildWild 9s cost 20
Round 8: 10 cards, 10s wildWild 10s cost 20
Round 9: 11 cards, jacks wildWild jacks cost 20
Round 10: 12 cards, queens wildWild queens cost 20
Round 11: 13 cards, kings wildWild kings cost 20
Total after 11 rounds: lowest wins

Type a score and the totals fill in. Lowest total wins.

Scoring key

Number card, 3 to 10, left in hand face value
A 4 costs 4 and a 10 costs 10. The deck has no aces and no 2s, so outside round 1 the cheapest card to be caught with is a 3.
Jack, queen or king left in hand 11, 12, 13
A jack costs 11, a queen 12 and a king 13, except in the one round where that rank is wild.
Wild card of the round left in hand 20
Whatever the rank costs in other rounds, it costs 20 while it is wild: a 3 in round 1 costs 20, and so does a king in round 11.
Joker left in hand 50
Wild in every round and the dearest card in the deck. One joker costs more than three kings.
Forgot what is wild? Count your cards
The wild rank always equals the number of cards dealt: 3s with three cards, up to kings with thirteen. Jokers are wild in every round.
Going out: the whole hand melded, plus a discard
Every card you were dealt must sit in a book or a run, with one card left over to discard. The player who goes out scores 0 for the round.
Then one more turn for everyone else
Each other player draws, lays down whatever books and runs they can, and discards. Only the cards not laid down are counted, so anyone who lays down the whole hand on that turn scores 0 too.
On your last turn, a wild card need not count
Two wild cards and any third card make a book, and a single wild card you cannot use may be your discard, a hint from the publisher's sheet. So there is nearly always a way to avoid being caught with a joker worth 50.
Book: 3 or more cards of one rank
Suits do not matter, and with two decks the same card can appear twice in a book. Any card may be replaced by a wild card, with no limit on how many.
Run: 3 or more in order in one suit
Such as 6, 7, 8 and 9 of stars. Wild cards may stand in for any card of the run and may sit side by side.
Tie for the lowest total
The publisher's sheet gives two answers: the tied players share the win, or one 6-card tie-breaking round is dealt to the tied players only.

How each row scores

Round 1: 3 cards, 3s wild
Wild 3s cost 20
Round 2: 4 cards, 4s wild
Wild 4s cost 20
Round 3: 5 cards, 5s wild
Wild 5s cost 20
Round 4: 6 cards, 6s wild
Wild 6s cost 20
Round 5: 7 cards, 7s wild
Wild 7s cost 20
Round 6: 8 cards, 8s wild
Wild 8s cost 20
Round 7: 9 cards, 9s wild
Wild 9s cost 20
Round 8: 10 cards, 10s wild
Wild 10s cost 20
Round 9: 11 cards, jacks wild
Wild jacks cost 20
Round 10: 12 cards, queens wild
Wild queens cost 20
Round 11: 13 cards, kings wild
Wild kings cost 20

Names and scores stay in this browser. New game clears the scores.

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The eleven rounds and the total 12

  • Round 1: 3 cards, 3s wild Three cards each, and the 3s are wild beside the jokers. Three cards make one book or one run and nothing smaller, so you either go out for 0 or count all three.
  • Round 2: 4 cards, 4s wild Four cards each, and the 4s are wild beside the jokers. One meld of all four cards goes out. Laying down three of them leaves a single card to count.
  • Round 3: 5 cards, 5s wild Five cards each, and the 5s are wild beside the jokers. Going out still takes one meld of all five, because two melds need six cards.
  • Round 4: 6 cards, 6s wild Six cards each, and the 6s are wild beside the jokers. The first round where two melds of three can go out together.
  • Round 5: 7 cards, 7s wild Seven cards each, and the 7s are wild beside the jokers. A meld of three and a meld of four go out. A 7 caught in your hand costs 20 this round, not 7.
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The eleven rounds and the total, continued

  • Round 6: 8 cards, 8s wild Eight cards each, and the 8s are wild beside the jokers. The middle round of the eleven: five are behind you and five are still to come.
  • Round 7: 9 cards, 9s wild Nine cards each, and the 9s are wild beside the jokers. The first round where three melds of three can go out together.
  • Round 8: 10 cards, 10s wild Ten cards each, and the 10s are wild beside the jokers. The last round with a number card wild. From here on the wild rank is a face card.
  • Round 9: 11 cards, jacks wild Eleven cards each, and the jacks are wild beside the jokers. A jack caught in your hand costs 20 this round and 11 in every other.
  • Round 10: 12 cards, queens wild Twelve cards each, and the queens are wild beside the jokers. The first round where four melds of three can go out together.
  • Round 11: 13 cards, kings wild Thirteen cards each, and the kings are wild beside the jokers. The last round. When it is scored, the lowest total wins.
  • Total after 11 rounds: lowest wins All eleven rounds added together. Every point is a card you were caught holding, so the lowest column wins.

Card values for cards left in hand 4

  • Jack, queen or king left in hand A jack costs 11, a queen 12 and a king 13, except in the one round where that rank is wild.
  • Joker left in hand Wild in every round and the dearest card in the deck. One joker costs more than three kings.
  • Number card, 3 to 10, left in hand A 4 costs 4 and a 10 costs 10. The deck has no aces and no 2s, so outside round 1 the cheapest card to be caught with is a 3.
  • Wild card of the round left in hand Whatever the rank costs in other rounds, it costs 20 while it is wild: a 3 in round 1 costs 20, and so does a king in round 11.

Rulings, limits and the deck 11

  • 2 to 7 players with one set, up to 14 with two The publisher's sheet says 1 to 7 players, but the solo game is a separate solitaire with no score to keep. The publisher suggests shuffling two sets together for up to 14 players, and the second sheet here holds 12 columns.
  • Book: 3 or more cards of one rank Suits do not matter, and with two decks the same card can appear twice in a book. Any card may be replaced by a wild card, with no limit on how many.
  • Forgot what is wild? Count your cards The wild rank always equals the number of cards dealt: 3s with three cards, up to kings with thirteen. Jokers are wild in every round.
  • Going out: the whole hand melded, plus a discard Every card you were dealt must sit in a book or a run, with one card left over to discard. The player who goes out scores 0 for the round.
  • No playing on another player's melds Your cards go only into your own books and runs. A card that would fit a neighbor's run still counts against you.
  • On your last turn, a wild card need not count Two wild cards and any third card make a book, and a single wild card you cannot use may be your discard, a hint from the publisher's sheet. So there is nearly always a way to avoid being caught with a joker worth 50.
  • One set is 116 cards: five suits, six jokers One set is two 58-card decks shuffled together. Each deck has stars, hearts, clubs, spades and diamonds running from 3 to king, plus three jokers. That makes 10 cards of every rank, and no aces or 2s.
  • Row limits: 150 in round 1, 440 in round 11 Each row flags a score above what that many cards can add up to. Three jokers make 150; six jokers and seven wild kings make 440. A flagged number is still counted. The limits assume one set of cards.
  • Run: 3 or more in order in one suit Such as 6, 7, 8 and 9 of stars. Wild cards may stand in for any card of the run and may sit side by side.
  • Then one more turn for everyone else Each other player draws, lays down whatever books and runs they can, and discards. Only the cards not laid down are counted, so anyone who lays down the whole hand on that turn scores 0 too.
  • Tie for the lowest total The publisher's sheet gives two answers: the tied players share the win, or one 6-card tie-breaking round is dealt to the tied players only.

How this list was compiled: Sheet layout, row notes and worked figures written for this site. The eleven rounds, the cards dealt and the wild rank in each, the card values (face value, 11, 12, 13, 20 for the wild rank and 50 for a joker), the 116-card deck, books and runs, going out and the last turn were checked on 2026-10-03 against the English Wikipedia article on the boxed game named in the introduction and against the publisher's own instruction sheet, read on the publisher's website the same day. The rule against playing on another player's melds, the two answers to a tie, the hint about discarding a wild card and the two-set hint are in the publisher's sheet only. The row limits and the notes on which melds can go out are our arithmetic on that deck. No rulebook wording, card art or logo is used. Licence: own work

How it works

This five-suit rummy score sheet names the cards dealt and the wild rank on all eleven rows, 3s to kings, and keeps a running total. It follows the game sold as Five Crowns and has no tie to its publisher.

Read the full guide

Fill in the sheet round by round

One set of cards seats seven, so press the + after the last column until everyone has one and rename the headings. When a round ends, type what your leftover cards cost, or 0 if you went out. A running total sits under each box, and once every player's round is in, the sheet names the lowest total.

Card values: why a 3 can cost 20

Number cards cost their face value, a jack 11, a queen 12 and a king 13. The rank that is wild costs 20 instead, so a 3 caught in round 1 costs 20, and so does a king in round 11. A joker costs 50 in every round. Only cards outside your books and runs are counted.

  • Print blank sheet puts all 11 rounds on one page for the players on screen, up to 7, card values at the foot.
  • More than 7 players? The publisher suggests shuffling two sets together. Pick Two sets combined: 8 to 12 players.
  • On your last turn, two wild cards and any third card make a book, and a wild card you cannot use can be your discard.

Questions and answers

Is this score sheet from the game's publisher?

No. The layout is ours, and the publisher had no part in it and has not endorsed it. The eleven rounds, the wild ranks and the card values were checked against the publisher's instruction sheet, with none of its wording, art or logos used.

What happens if two players tie for the lowest score?

The publisher's sheet gives two answers: the tied players share the win, or you deal one 6-card tie-breaking round to those players only. The sheet reports the tie and stops there.

Do you score 0 only if you go out first?

No. After someone goes out, every other player gets one more turn to lay down books and runs, and anyone who lays down the whole hand also scores 0. Everyone else counts only the cards left over.