Boardgames

The Crew: The Quest for Planet Nine

Join a thrilling space adventure in The Crew: The Quest for Planet Nine, a co-operative trick-taking board game. Overcome 50 missions through teamwork and strategy!

20
minutes

2 - 5
player(s)

Medium Light

About the game

Embark on a thrilling journey across the cosmos in the thrilling cooperative card game, The Crew: The Quest for Planet Nine. This game takes you and your fellow players on an exciting space exploration, filled with suspense, strategy, and teamwork. It combines the thrill of trick-taking card games with a captivating narrative that unfolds as you progress through the missions.

The narrative of The Crew: The Quest for Planet Nine is set in the vast expanses of outer space. As a team of astronauts, you are entrusted with the mission of verifying the existence of the mysterious Planet Nine. This adventure will test your courage, wit, and most importantly, your ability to work as a team.

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Setup and rules summary

Game components Unboxing the fun!

The Crew: The Quest for Planet Nine is an immersive cooperative trick-taking card game that offers a unique gameplay experience. The game comes with a variety of components, each with its own purpose and role to play. Here are all the components included in the game, along with a description of their function:

1. 50-Card Crew Deck: These are the primary playing cards. Each player gets a hand of these cards, which are divided into four suits (blue, pink, yellow, and green) with numbers ranging from 1 to 9, and a set of rocket cards numbered from 1 to 4. Players play these cards in turns and the highest card of the leading suit or a rocket card (which is considered a trump card) wins the trick.

2. 5 Reminder Cards: These cards are used to help players keep track of important game information. They serve as a visual reminder of the tasks that each player has to perform to successfully complete a mission.

3. 36 Large Task Cards: At the beginning of each round, these cards are drawn to determine the tasks that the crew must accomplish. They are color-coded and numbered to match the crew deck’s cards. The number of task cards used and their distribution depends on the mission level and the number of players.

4. 16 Small Task Cards: These cards are used in the higher level missions where larger task cards are not enough. They function in the same way as the large task cards, providing added challenge to the game.

5. 10 Signal Rocket Tokens: These tokens are used to indicate a player’s intention to play a rocket card. When a player decides to play a rocket card, they must place a Signal Rocket Token on the table. This helps coordinate team strategy as rocket cards are the most powerful in the game.

6. 1 Distress Signal Token: This token is used in certain missions as a communication tool. When a player plays a card of the same color as the distress signal, they can indicate if their highest card in that color is high, medium, or low.

7. 1 Logbook: The logbook contains 50 different missions with increasing difficulty. It guides the crew’s journey and adds a narrative element to the game. The missions in the logbook determine the number of task cards used and any special rules for the round.

8. 4 Radio Communication Tokens: These tokens allow players to communicate limited information about their hand to other players. Each player can use their radio communication token once per mission to show one card from their hand and indicate if it’s their highest, lowest, or only card of that color.

Game setup Lay it out, line it up, let’s go

The Crew: The Quest for Planet Nine is a cooperative trick-taking card game with a space adventure theme. Here is a detailed guide on how to set up the game:

Step 1: Prepare the Game Components

Separate the large cards into the three types: Task Cards, Distress Signal Cards, and Radio Communication Cards. Shuffle each pile and place them face down on the table. The small cards are the Playing Cards and should be shuffled and placed within reach of all players.

Step 2: Determine Player Roles

Each player will take on the role of an astronaut on a mission. One player will be designated as the Commander. The Commander’s role is to lead the team to victory by successfully completing missions. The Commander role will rotate clockwise each round.

Step 3: Draw Task Cards

At the start of each mission, draw a number of Task Cards equal to the mission number (e.g., draw two cards for Mission 2). These cards represent the tasks that need to be completed during the mission. Place these cards face up in the center of the table.

Step 4: Deal Playing Cards

Deal the entire deck of Playing Cards evenly amongst the players. The player who is dealt the four of rockets is the first Commander.

Step 5: Assign Tasks

Starting with the Commander and going clockwise, each player chooses one Task Card from the center of the table and places it in front of them. This card is the task they must complete during the mission.

Step 6: Prepare Distress Signals and Radio Communication Cards

Place the Distress Signal Cards and Radio Communication Cards within reach of all players. These cards can be used by players during the game to communicate with each other.

Step 7: Set the Logbook

Open the logbook to the first mission and place it where all players can see it. The logbook provides the story background for each mission and sometimes introduces special rules.

Once all these steps are complete, you are ready to start the game. Remember, the goal of The Crew: The Quest for Planet Nine is to work together to complete the tasks and achieve the mission objectives. Good luck!

Game flow Round and round we go

The Crew: The Quest for Planet Nine is a cooperative trick-taking card game where players work together to complete a series of 50 increasingly challenging missions. Here’s a detailed explanation of its structure and gameplay:

Setup Phase:

  • Shuffle the large deck of cards: This deck contains cards numbered 1-9 in five different colors (blue, pink, green, yellow, and white). Distribute these cards equally among the players.
  • Choose a mission: The game comes with a logbook detailing 50 missions. Players must select the mission they wish to undertake. The mission details the tasks that must be completed to win the round.
  • Draw tasks: Based on the mission, draw task cards (which match the large deck cards) and assign them to players. The player who gets the four rocket card becomes the commander for that mission.

Gameplay Phase:

  1. Starting the round: The commander (the player with the four rocket card) starts the round by playing a card from their hand.
  2. Following suit: Moving clockwise, each player must play a card of the same color (suit) if they have one. If they don’t, they can play any card.
  3. Winning tricks: The player who played the highest card of the leading suit wins the trick unless a trump card (rocket card) was played. In that case, the highest rocket card wins the trick.
  4. Completing tasks: If a player wins a trick that includes a task card, they have completed that task. Players must complete tasks in the order specified by the mission.
  5. Continuing the round: The player who won the trick starts the next round of play. Game continues in this manner until all cards have been played.

End of Game:

  • Winning: The players win if they complete all tasks in the correct order as specified by the mission.
  • Losing: The players lose if they fail to complete a task in the correct order, or if a player who is not assigned a task wins a trick containing a task card.
  • Next mission: Whether they win or lose, players can choose to attempt the next mission in the logbook, or replay the current mission until they succeed.

Players'turn One turn to rule them all

In the cooperative trick-taking game ‘The Crew: The Quest for Planet Nine’, players work together to complete a series of 50 increasingly difficult missions. During each player’s turn, they perform a series of actions. Here is a detailed breakdown of these actions:

1. Play a Card: The primary action a player will take on their turn is to play a card from their hand. The chosen card can greatly influence the overall strategy and success of the mission.

  • Leading a Trick: If the player is the first to play a card in a round (also known as leading a trick), they can play any card from their hand. The suit of the card they play sets the suit for the trick.
  • Following a Trick: If another player has already led the trick, the player must follow suit if they can. If they cannot follow suit, they can play any card.

2. Win or Lose a Trick: After all players have played a card, the trick is won or lost. The winner of the trick leads the next one. Winning and losing tricks is crucial to the strategy of the game.

  • Winning a Trick: The trick is won by the player who played the highest card of the lead suit. If a player cannot follow suit, they can win the trick by playing a trump card (a Rocket card).
  • Losing a Trick: If the player cannot or does not want to win the trick, they can play a lower card of the lead suit or a card of a different suit (if they cannot follow suit).

3. Complete a Task: If a player has a task card, they must win a trick with the corresponding card to complete the task. Successfully completing tasks is key to winning the game.

  • Choosing a Task: At the beginning of each mission, tasks are distributed amongst the players. The player can choose a task based on the cards in their hand.
  • Completing a Task: To complete a task, the player must win a trick with the card that matches their task card. Successfully completing tasks is necessary to progress through the missions.

Strategic choices in ‘The Crew: The Quest for Planet Nine’ involve communication between players, effective use of trump cards, and strategic planning of when and how to win tricks to complete tasks. Each decision can greatly affect the outcome of the game.

Scoring Did you outsmart your rivals?

In The Crew: The Quest for Planet Nine, the scoring system is not like traditional board games. Instead of accumulating points throughout the game, the game is divided into 50 missions. Each mission is considered a win or a loss, and the team’s objective is to successfully complete as many missions as possible.

Each mission in the game has a specific task that needs to be fulfilled. The tasks can range from a single player winning a trick with a specific card to a specific order of cards being played. If the team is able to fulfill the task, they win the mission; if not, they lose. There are no points involved in this process.

Scoring:

  • Winning a Mission: When the team successfully completes the given task for a mission, they win that mission. They move on to the next mission, and the number of won missions is tracked but not scored as points.
  • Losing a Mission: If the team fails to complete the task for a mission, they lose that mission. The team must repeat the same mission until they win before they can progress to the next one.

Tie-breaking:

As there’s no traditional point scoring system in The Crew, the concept of a tie doesn’t apply in the usual sense. However, in the case where multiple players are trying to win a specific trick and have played cards of the same value, the player who played the card first wins the trick.

Overall, the game’s objective is more about cooperation and success in completing tasks rather than amassing points. The final success of the game is determined by whether or not the team was able to complete all 50 missions.

Particular Cases and Exceptions Wait… is that legal?

‘The Crew: The Quest for Planet Nine’ is a cooperative trick-taking card game with some unique rules and exceptions. While the standard trick-taking rules apply, the game also includes a variety of missions with special rules and objectives. Below are some rare or special rules, exceptions, and rule clarifications that might be important:

Communicating with Teammates:

  • Players are not allowed to share specific information about their hands. However, once per mission, each player can communicate with their team by showing a single card from their hand and giving a specific piece of information about it.
  • The information given can only relate to whether the card is their highest, lowest, or only card of its color.

Winning Tricks:

  • The player who plays the highest card of the leading color wins the trick, unless a trump card has been played. In this case, the highest trump card wins.
  • If a player cannot follow the leading color, they can play any card. However, only a card from the trump suit can win over the leading color.

Missions:

  1. Each mission in the game has a special objective that must be achieved in addition to the standard goal of winning tricks. These objectives might involve winning certain tricks with specific cards or in a specific order.
  2. Some missions require the players to win the tricks in a specific order or with specific cards. In these cases, it’s important to strategize and plan the order of play carefully.
  3. If a mission fails, the players must replay it. There is no limit to the number of times a mission can be replayed.

Task Tokens:

  • At the start of each mission, task tokens are distributed. These dictate which player must win the trick containing the card of the same color and value.
  • Tasks are assigned in the order of the players’ choosing, and must be completed in order.

Trump Cards:

  • The game has a trump suit, which is always the rocket cards. These cards beat any card of another color.
  • The only exception is when a player can’t follow the leading color and plays a card from another color. This card can’t win the trick, even if it is a rocket.

Tips and tricks Play smarter, not harder!

As an expert in board game rules, let’s dive into some useful tips, strategies, and mistakes to avoid when playing ‘The Crew: The Quest for Planet Nine’.

Advanced Strategies:

  • Communication is Key: This game is all about teamwork. Clearly communicate with your team about the cards you have and the ones you need. However, remember that information is limited and should be used wisely.
  • Plan Your Plays: Always try to plan your plays ahead. Predict the potential moves of your teammates and opponents to maximize your chances of success.
  • Card Management: Be mindful of how you manage your cards. You should aim to fulfill your mission cards as early as possible, but also save your high cards to win crucial tricks later in the game.

Beginner Tips:

  • Understand Your Role: As a beginner, it’s important to understand your role in the team. If you’re the commander, your task is to win the first trick and control the pace of the game.
  • Practice Makes Perfect: The Crew has a learning curve. Don’t be disheartened if you lose the first few games. Take every game as a learning opportunity and you’ll improve over time.

Common Mistakes to Avoid:

  1. Over-Communicating: While communication is vital in The Crew, over-communicating can lead to a penalty. Avoid giving away too much information to prevent penalties and keep the game challenging.
  2. Not Paying Attention to Others: Not keeping track of the cards played by others can cost you the game. Always be mindful of the cards that have been played and adjust your strategy accordingly.

Ways to Optimize Gameplay:

  • Smart Card Play: Try to play your lower cards first to bait out higher cards from opponents. This way, you can ensure that your high cards will win the tricks when it matters most.
  • Use Your Tokens Wisely: Your communication tokens are limited. Use them wisely and only when you believe that the information you’re sharing will significantly benefit your team.