The Crew: The Quest for Planet Nine

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

The Crew: The Quest for Planet Nine

Overview

The Crew is a cooperative trick-taking card game where players work as a team of astronauts to complete 50 increasingly difficult missions. Each mission assigns specific task cards that certain players must win in their tricks. Players cannot freely discuss their hands but may use a limited communication system. The game progresses sequentially through all 50 missions, forming a cohesive campaign.

Components

Setup

  1. Shuffle the 40 large cards (36 color + 4 rocket) and deal them equally. With 3 players, 1 card remains unplayed.
  2. The player holding the 4 rocket becomes the Commander and takes the commander token.
  3. Give each player a radio communication token (green side up) and a reminder card.
  4. Place the distress signal token centrally.
  5. Open the logbook to the current mission and reveal the required number of task cards.

Task Distribution

The Commander selects the first task card, then players choose tasks clockwise. Tasks must be distributed as evenly as possible among players.

Turn Structure

Playing Tricks

  1. The Commander leads the first trick by playing any card.
  2. Each subsequent trick is led by the winner of the previous trick.
  3. Each player must follow the led suit if possible. If unable to follow suit, any card may be played (including rockets).
  4. Rockets are trump – they beat all other suits.
  5. The highest card in the led suit wins the trick, unless a rocket was played (highest rocket wins).
  6. Players are never forced to play a high card; they may play any legal card.

Communication

Each player may communicate once per mission using their radio token:

  1. Place one color card face-up from your hand (not during a trick).
  2. Position the token to indicate: top = highest of that color in hand; middle = only card of that color; bottom = lowest of that color.
  3. Take a reminder card. When you play the communicated card, flip the token to red.

Rocket cards may never be communicated.

Actions

The only action each turn is to play one card following trick-taking rules. Strategic decisions include:

Scoring / Victory Conditions

Mission Success: All assigned tasks are completed (each player wins tricks containing their task cards’ matching color cards).

Mission Failure: Any player wins a trick that contains another player’s task card.

After success, record the number of attempts in the logbook. The 50 missions are played sequentially with increasing difficulty.

Special Rules & Edge Cases

Player Reference

Element Rule
Must follow suit Yes, if able
Trump suit Rockets (always win)
Communication 1 per mission per player; place card + token position
Task completion Win trick containing matching card
Mission failure Wrong player wins a task card
Card to communicate Color cards only; never rockets
Token Position: Top = highest of color Middle = only card Bottom = lowest of color