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Crowns |
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Game Review by Neil Thomson |
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Publisher:
SET Enterprises
Style: Family Games
Players: 2-6
Time: 2-30 minutes
Ages: 8 to Adult
Difficulty: Pick-up & Play
Price: $25 - Buy
Now
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| Game
Overview
Whilst there has been a large
number of new titles released in the strategic
gaming market, it has been very slim pickings
for players who prefer the traditional card
market. I am happy to report that SET Enterprises
have begun to fill this void and Five Crowns
will be welcomed by many. When first playing
Five Crowns I was hit by one very real fact
- this game offers nothing particularly
new in terms of a game concept. It uses
the Rummy mechanics of acquiring Runs and
Sets (called Books in this game) and then
laying them down to win the hand. But before
you stop reading I must point out that this
is precisely the reason why Five Crowns
works. This game aims for the traditional
card playing market so a bevy of new rules
is not desirable. What Five Crowns does
do is offer a number of tweaks and clever
twists that makes it an engaging game experience.
Firstly the deck of cards adds a 5th suit
- Stars. Then the game is given a time limit
of 11 hands. On the first hand all players
are dealt 3 cards, which means that making
one Run or Book will end the hand. The next
hand uses 4 cards per player and so on until
the last hand, where 14 cards are dealt
out. Because some of the hands will not
offer players a nice number like 3, 6, 9
or 12 - some of their Runs and Books will
require more than 3 cards. This is yet another
diversion from Rummy. A number of Joker
cards are also present in the deck and like
most games they substitute for a card in
the game. However rather than substituting
for any card in the deck the Joker takes
on the value of the numbered card that matches
the hand number. For example in the first
hand the Joker's will be 3's. On a player's
turn they can take a card from the discard
pile or the deck before discarding a card
from their hand. If they can finish they
do so and all other players get 1 more turn
to do their best. If they can finish they
also do so, but if not they lay down any
Runs and Books they were able to create
and the unused cards in their hand score
bad points. The player with the lowest score
after hand 11 will win.
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| The
Final Word
Familiarity is the key to
Five Crowns being an enjoyable experience.
Anybody from 8 to 80 that has played card
games will pick this up in under 10 minutes.
Five Crowns is one of those games that will
get plenty of play with family groups, including
grandparents who prefer more traditional
lines of play. I can see this being a huge
hit at the summer beach house or holiday
resort when the sun has gone down and the
large number of players means nobody has
to sit and watch. The cards are made from
a quality card stock and are just thick
enough to stand up to many plays without
making them hard to shuffle. Highly recommended
for players that don't want a rulebook that
doubles as a paperweight or for a lighter
intro game before heavier strategy titles
are played.
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