How to Play The Crew: Mission Deep Sea – Tricks, Tasks & Communication

The Crew: Mission Deep Sea is a cooperative trick-taking game. Players still follow normal trick-taking structure—lead a card, follow suit if possible, highest card wins—but the team succeeds only if the mission’s task requirements are all completed.

The deck has four colored suits plus submarine trumps

Colored cards form the ordinary suits. Submarine cards act as trump and can beat colored cards when legally played. If you can follow the led suit, you must do so.

The commander is determined by the highest submarine

The player holding the highest submarine becomes commander for the mission and usually leads the first trick. Some tasks or mission rules interact with commander duties.

Task cards define what must happen

Mission Deep Sea uses varied task cards rather than only fixed card-capture assignments. Tasks can require certain players, trick orders, timing restrictions or combinations. Read every task before the mission begins.

Play tricks normally

One player leads a card. Everyone else plays one card, following suit when possible. If no submarine is played, the highest card of the led suit wins; otherwise the highest submarine wins. The trick winner leads next.

Communication is restricted

Players cannot freely discuss exact cards. The communication token allows limited information about one non-submarine card in your hand, showing whether it is your highest, lowest or only card of that color, according to the rulebook.

A mission succeeds only if every task is satisfied

If a task becomes impossible—for example, the wrong player wins a required card—the mission fails immediately or at the point specified by that task. If all task conditions are fulfilled, the team wins together.

Continue learning

Similar Posts