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Get ready for an out-of-this-world adventure with THE CREW: The Quest for Planet Nine! This cooperative trick-taking card game is an absolute blast, which challenges you and your fellow astronauts to work as a team to complete 50 difficult missions. Communication is key here, but it’s also limited, adding an exciting layer of strategy. Every decision matters in this award-winning game, where you either triumph together or fail together, making every successful mission incredibly rewarding! So, let’s take a look at the rules and strategies.
What You Need To Play THE CREW
Objective: Win tricks to complete tasks as a team.
Number of players: 2-5 players
What you need: 40 playing cards, 5 reminder cards, 36 task cards, 1 commander token, 10 task tokens, 5 radio communication tokens, 1 distress signal token, 1 logbook
Type of game: Card Game
Audience: 10+
Setting Up THE CREW
- Shuffle the 40 large playing cards (four suits in colors numbered 1–9, and four Rocket cards numbered 1–4).
- Deal the cards equally to all players. With three players, one person will have an extra card that will not be played in the mission.
- Each player receives: A radio communication token, a reminder card
- Shuffle the task cards and lay them out as required for the mission. Place task tokens nearby.
- The player holding the Rocket 4 card is the commander and receives the commander token. This player starts the first trick.
How To Play THE CREW
- The game is played in turns (tricks), with the commander leading the first trick.
- When a card is played, all other players (in clockwise order) must follow the suit if able. If they don’t have a card in that suit, they can play any other card, including Rockets (the trump suit).
Winning a Trick:
The trick is won by the highest-ranking card in the suit that was led, unless a Rocket card (trump) is played, then the highest-ranking Rocket wins. Whoever wins the trick leads the next one.
Completing Tasks:
Each mission assigns task cards: these show specific cards (like “Green 9” or “Yellow 3”). Players with task cards must win a trick containing their task card. If another player wins a trick containing your task card, the mission fails and must be replayed.
Communication is Limited:
Players cannot discuss their hands except by using a communication token to reveal one card with information on whether it’s the highest, lowest, or only of its suit.
How To End THE CREW
Round ends in victory: All tasks are completed successfully, and each task card is won by the correct player.
Round ends in failure: If a task card is won by the wrong player, immediately end the round; replay the mission.
THE CREW is won when all missions in the logbook (50 in total) are completed in sequence.
Strategies To Win THE CREW
Efficient Communication: Use your communication token wisely to provide the team with the most helpful information, especially about your strengths or weaknesses in a suit.
Lead Carefully: Don’t lead with a suit unless you’re confident it won’t jeopardize someone’s task. Use non-task cards or low-value cards to minimize risk.
Rocket Card Management: Save Rocket (trump) cards for critical moments to secure a necessary trick or prevent an opponent from taking a task card.
Track Played Cards: Mentally note which cards have been played, as this helps predict what suits remain in other players’ hands and foresee potential problems.
Non-Verbal Coordination: Pay attention to how and when players use their communication tokens, as it often indicates where help is needed or which tricks are safe.
Shared Goals Over Individual Wins: Remember: sometimes, intentionally losing a trick is just as valuable as winning, depending on the tasks at hand.
Bonus Tip: Succeeding at THE CREW requires strong teamwork, keen observation, and careful, restricted communication to ensure every task is completed by the correct player.
Also Read: How To Play Durak: A Simple Guide For Two Players


