In the cooperative trick-taking game The Crew: The Quest for Planet Nine, you take on the role of astronauts entrusted with determining if the solar system contains a ninth planet. <PERSON> created The Crew, which is distributed by KOSMOS.
The Crew Gameplay
You have two options while playing The Crew: you may play it as a 50-mission operation with levels of difficulty gradually increasing as you advance through the missions, or you have the option of playing the missions randomly.
There are four suits with values of 1 to 9 and 4 rocket cards with values of 1 to 4. in the primary 40-card deck. Every round or trick, much like in various trick-taking activities, each player deals one card from their hand; the trick is won by the card with the greatest value.The rockets are the highest-valued cards in the game, however they may only be played if they are the first card used in a trick or if it is the first card played in a trick or if a player has no cards of the suit that led the trick.
The identical cards from the main deck are also included in a 36-card deck of smaller duty cards, although these cards do not include rockets. These " duties" you must do whilst on the assignments are listed on these cards.
You deal the full deck of 40 cards to each mission, and the mission description will often direct you to place a specific amount of task cards on the table. The first mission is often chosen by the commander (the player holding the 4 Rocket card), and then you proceed inversely around the board til each of the tasks are finally chosen. To accomplish all of your duties, which is everyone's objective, you must triumph in every trick in which the cards are matched to your task cards. When you finish all of the tasks, you'll usually win the assignment.
From task to task, the guidelines differ a little. 937
For instance, you may have to carry out chores in a certain order during some missions, while other objectives may need one person to win every trick.
The cards in your hand cannot be discussed, but once each mission you are permitted to "interact" by placing a card in front of you and identifying it with the radio's transmission token as the most valuable, the cheapest, or the single card of that suit in your hand. Say your single green card is the 2, and you are entrusted with winning the trick with the Green 5. To let the other players know that you need to discard the Green 2, you might designate it as the sole green card you own. You'll find it simpler to pull off the trick later on with the Green 5.
You can monitor your advancement during the campaign using the notebook provided in the rules. Depending on how many tries each task requires, you can check off the tasks you've accomplished.
Pros:
The most important details in this text are the radio communication tokens, the shifting commander role, and the 50 missions that can be played through. The Crew is a great filler game option for people who are new to trick-taking games, as it has straightforward rules and no one is allowed to talk about the cards in their hands. The card quality is great and most missions take about 10 minutes, making it a great filler game option.
Cons:
The Crew is a fun game, but it lacks tension and shuffle randomness. The two-player variant is okay, but the commander player has more control over missions. I prefer The Fox in the Forest Duet as a two-player cooperative trick-taking game 403