How do you play The Crew: The Quest for Planet Nine?
The objective of the game is to successfully complete a series of missions by working cooperatively. Each mission requires players to achieve a specific number of tasks, which are represented by the small objective cards. These tasks are completed when a player wins a trick that contains the large card corresponding to their objective card. The game features 50 unique missions, each with its own set of challenges and conditions. Players win or lose together, emphasizing teamwork and strategic communication.
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FromRON 63· 2 shops
✓ Joculescu · How to play
Cum se joaca The Crew? Tutorial & Reguli pe scurt [#25]
Joculescu· 11 min· published Jul 20, 2021Partner
the rules in 60 seconds▶ auto · 1/6
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01
Setup
Shuffle the 40 large cards and deal them face down to all players, then shuffle the 36 small objective cards and place them face down in a deck, keeping the objective tokens nearby.
To set up the game, first shuffle the 40 large cards (36 colored cards and 4 rocket cards) and deal them face down to all players. If there are three players, one person will receive an extra card. Next, shuffle the 36 small objective cards and place them face down in a deck. Keep the 10 objective tokens, 5 radio communication tokens, 1 warning signal token, and 1 commander token nearby. Each player places a reminder card and a radio communication token (green side up) in front of them. The warning signal token is placed face down on the play area. The commander is the player with the rocket card numbered 4, who announces this and takes the commander token. The commander then chooses the first objective card from the center of the play area, and other players take turns choosing objective cards until all have been distributed. The remaining objective cards are not needed for the current mission.
Objective
The objective of the game is to successfully complete a series of missions by working cooperatively. Each mission requires players to achieve a specific number of tasks, which are represented by the small objective cards. These tasks are completed when a player wins a trick that contains the large card corresponding to their objective card. The game features 50 unique missions, each with its own set of challenges and conditions. Players win or lose together, emphasizing teamwork and strategic communication.
On your turn
The game is played in tricks, similar to traditional trick-taking games. The commander starts the first trick by playing any card from their hand. Subsequent tricks are started by the player who won the previous trick. Players must follow suit if they can, meaning they must play a card of the same color as the first card played in the trick. If a player does not have a card of the leading suit, they can play a card of a different suit or a rocket card. Rocket cards are trump cards and always win a trick, regardless of the other cards played, unless another rocket card of a higher value is played. The highest card of the leading suit wins the trick, or the highest rocket card if multiple are played. Completed tricks are placed face down, and only the cards from the last won trick can be viewed.
Scoring
An objective is achieved when a player wins a trick that contains the large card corresponding to one of their objective cards. Once an objective is achieved, the player turns their objective card face down. A mission is successful when all players have completed all of their assigned objectives. Players can achieve multiple objectives in a single trick if the objective tokens are in consecutive order. If a player wins a trick containing an objective card that belongs to another player, or if any conditions imposed by objective tokens are not met, the mission fails.
Game end
The game ends when all 50 missions in the logbook are successfully completed. If a mission fails, players must restart that mission. This involves reshuffling all the large cards, dealing them out again, and redistributing the objective cards. Any radio communication tokens used in the failed mission are returned to the players, green side up, for the new attempt. The warning signal token remains active until the current mission is completed. The commander for the new attempt will be the player with the rocket card numbered 4.
Tips
Communication is a crucial but restricted element of The Crew. Players cannot verbally reveal the cards in their hand. Instead, they use a single radio communication token per mission. To communicate, a player places one of their colored cards face up in front of them and places their radio communication token on it. The token's position (top, middle, or bottom) indicates if the card is their highest, only, or lowest card of that color, respectively. Rocket cards cannot be communicated. This communication can be done at any time before a trick is played, but not during. If a mission has a 'weak signal' symbol, communication is limited, and players must use intuition. If a 'temporary signal interruption' symbol is present, communication is completely halted for a specified number of tricks. Some missions also feature 'commander's decision' or 'commander's distribution' rules, where the commander has special authority over objective assignment or card distribution, respectively. The commander cannot self-assign objectives under the 'commander's decision' rule.
🔬 game anatomy
Complexity2.0 / 5
BGG rating7.8 / 10
Vibe
Co-opFamily
Language dependence
No in-game text needed
🌐 plays without English
Play time
20 min
Players
2–5
Recommended age
10+ yrs
BGG rank
#95
✨ from Trișache · verified
Frequently asked questions
Q1What is the goal of the game?
The objective of the game is to successfully complete a series of missions by working cooperatively. Each mission requires players to achieve a specific number of tasks, which are represented by the small objective cards. These tasks are completed when a player wins a trick that contains the large card corresponding to their objective card. The game features 50 unique missions, each with its own set of challenges and conditions. Players win or lose together, emphasizing teamwork and strategic communication.
Q2How do you set up the game?
To set up the game, first shuffle the 40 large cards (36 colored cards and 4 rocket cards) and deal them face down to all players. If there are three players, one person will receive an extra card. Next, shuffle the 36 small objective cards and place them face down in a deck. Keep the 10 objective tokens, 5 radio communication tokens, 1 warning signal token, and 1 commander token nearby. Each player places a reminder card and a radio communication token (green side up) in front of them. The warning signal token is placed face down on the play area. The commander is the player with the rocket card numbered 4, who announces this and takes the commander token. The commander then chooses the first objective card from the center of the play area, and other players take turns choosing objective cards until all have been distributed. The remaining objective cards are not needed for the current mission.
Q3How does a turn work?
The game is played in tricks, similar to traditional trick-taking games. The commander starts the first trick by playing any card from their hand. Subsequent tricks are started by the player who won the previous trick. Players must follow suit if they can, meaning they must play a card of the same color as the first card played in the trick. If a player does not have a card of the leading suit, they can play a card of a different suit or a rocket card. Rocket cards are trump cards and always win a trick, regardless of the other cards played, unless another rocket card of a higher value is played. The highest card of the leading suit wins the trick, or the highest rocket card if multiple are played. Completed tricks are placed face down, and only the cards from the last won trick can be viewed.
Q4How is scoring calculated?
An objective is achieved when a player wins a trick that contains the large card corresponding to one of their objective cards. Once an objective is achieved, the player turns their objective card face down. A mission is successful when all players have completed all of their assigned objectives. Players can achieve multiple objectives in a single trick if the objective tokens are in consecutive order. If a player wins a trick containing an objective card that belongs to another player, or if any conditions imposed by objective tokens are not met, the mission fails.
Q5When and how does the game end?
The game ends when all 50 missions in the logbook are successfully completed. If a mission fails, players must restart that mission. This involves reshuffling all the large cards, dealing them out again, and redistributing the objective cards. Any radio communication tokens used in the failed mission are returned to the players, green side up, for the new attempt. The warning signal token remains active until the current mission is completed. The commander for the new attempt will be the player with the rocket card numbered 4.
Q6What tips are there for beginners?
Communication is a crucial but restricted element of The Crew. Players cannot verbally reveal the cards in their hand. Instead, they use a single radio communication token per mission. To communicate, a player places one of their colored cards face up in front of them and places their radio communication token on it. The token's position (top, middle, or bottom) indicates if the card is their highest, only, or lowest card of that color, respectively. Rocket cards cannot be communicated. This communication can be done at any time before a trick is played, but not during. If a mission has a 'weak signal' symbol, communication is limited, and players must use intuition. If a 'temporary signal interruption' symbol is present, communication is completely halted for a specified number of tricks. Some missions also feature 'commander's decision' or 'commander's distribution' rules, where the commander has special authority over objective assignment or card distribution, respectively. The commander cannot self-assign objectives under the 'commander's decision' rule.
Q7How much does The Crew: The Quest for Planet Nine cost?
The Crew: The Quest for Planet Nine costs between 63 and 79 RON across Romanian stores.
Q8Where can I buy The Crew: The Quest for Planet Nine cheapest?
The lowest price for The Crew: The Quest for Planet Nine right now is 63 RON at Tabla de Joc. The Prices tab lists every store currently tracking it.
Q9How do you play The Crew: The Quest for Planet Nine?
The Crew: The Quest for Planet Nine is a card game game, for 2–5 players, taking ~20 minutes, featuring communication limits. Check the Rules tab for setup, gameplay, and scoring, or ask Trișache anything about The Crew: The Quest for Planet Nine — our AI assistant built by howtoplay.ro and trained specifically on board game rulebooks.
Q10How many players does The Crew: The Quest for Planet Nine support?
The Crew: The Quest for Planet Nine is played by 2–5 players.