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
- 36 Color cards (4 suits: pink, blue, green, yellow; values 1-9 each)
- 4 Rocket cards (trump suit; values 1-4)
- 5 Large reminder cards
- 36 Small task cards
- 10 Task tokens (numbered and ordered)
- 5 Radio communication tokens
- 1 Distress signal token
- 1 Commander token
- Rulebook / Logbook
Setup
- Shuffle the 40 large cards (36 color + 4 rocket) and deal them equally. With 3 players, 1 card remains unplayed.
- The player holding the 4 rocket becomes the Commander and takes the commander token.
- Give each player a radio communication token (green side up) and a reminder card.
- Place the distress signal token centrally.
- 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
- The Commander leads the first trick by playing any card.
- Each subsequent trick is led by the winner of the previous trick.
- Each player must follow the led suit if possible. If unable to follow suit, any card may be played (including rockets).
- Rockets are trump – they beat all other suits.
- The highest card in the led suit wins the trick, unless a rocket was played (highest rocket wins).
- 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:
- Place one color card face-up from your hand (not during a trick).
- Position the token to indicate: top = highest of that color in hand; middle = only card of that color; bottom = lowest of that color.
- 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:
- Which card to lead with
- Whether to win or lose a trick deliberately
- When and what to communicate
- How to time task completion relative to task token ordering
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
- Task Tokens: Some missions add ordering constraints:
- Numbered tokens (1, 2, 3…): Tasks must be completed in strict numerical order.
- Arrow tokens: Earlier tasks must be completed before later ones, with some flexibility.
- Disruption Symbol: Communication is blocked for the first X tricks of the mission.
- Dead Zone Symbol: Communication is allowed but without placement details – flip the radio token to red immediately without positioning it.
- Commander’s Decision: In some missions, the Commander assigns all tasks to a single other player.
- Commander’s Distribution: The Commander asks yes/no questions then assigns all tasks, ensuring even distribution.
- Distress Signal Token: Before any communication, players may activate this token. All players then pass one card to a neighbor (consistent direction; rockets cannot be passed). If used, add 1 to the recorded attempt count.
- Multiple Tasks in One Trick: Multiple tasks can be fulfilled simultaneously if a single trick contains cards matching several task cards.
- 2-Player Variant: Uses a modified setup with a shared “JARVIS” hand of face-up cards.
- No Communication is Also Communication: Choosing not to communicate can be informative to teammates.
- Viewing Past Tricks: Players may only view the most recently completed trick.
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 |