The Crew: Mission Deep Sea
Complete changing underwater missions through cooperative trick-taking, limited communication and task cards that redefine what each hand needs to accomplish.
Players cooperatively play tricks using four colored suits and trump cards while trying to satisfy mission-specific task cards.
Most table talk about the hand is forbidden. Each player has a limited communication token, so success depends on reading plays, remembering information and timing when to reveal one critical card.
Why We Love It
The Crew: Mission Deep Sea turns familiar trick-taking into a cooperative information puzzle. The cards are simple; the challenge is completing unusual task conditions while communication is deliberately restricted.
About The Crew: Mission Deep Sea
Players cooperatively play tricks using four colored suits and trump cards while trying to satisfy mission-specific task cards.
Most table talk about the hand is forbidden. Each player has a limited communication token, so success depends on reading plays, remembering information and timing when to reveal one critical card.
Game at a Glance
Play Tricks
Follow suit and use trump according to familiar trick-taking structure.
Assign Tasks
Mission cards specify who must win particular cards or satisfy unusual conditions.
Communicate Sparingly
Use limited communication to reveal exactly the information the team needs.
Complete the Mission
Every required task must succeed in the same hand for the team to advance.
What is The Crew: Mission Deep Sea?
The Crew: Mission Deep Sea is Thomas Sing’s standalone cooperative trick-taking game and successor to The Crew: The Quest for Planet Nine. Thames & Kosmos lists the main game for 3–5 players, age 10+, with 20-minute missions; the rulebook includes a two-player variant.
Instead of competing to win tricks for yourself, the team must win specific cards or satisfy other task conditions together.
How the game works
The deck contains four colored suits plus submarine trump cards. Players must follow suit when possible, and the highest card of the led suit wins unless a submarine is played.
Before or during missions, task cards define special requirements. Communication is restricted, so players cannot simply explain their hands. Sonar/radio-style communication tools provide limited information under the rules.
The decisions that define it
The central skill is inference: which player must win a trick, when a high card should be saved, and whether a teammate’s legal play reveals enough information to adjust the plan.
Because missions change, the same hand can require very different priorities from one game to the next.
Who is it for?
Choose Mission Deep Sea if your group already understands basic trick-taking or wants to learn it through a cooperative campaign of short missions.
For a board-based cooperative puzzle with open table discussion, compare Pandemic.
Learn The Crew: Mission Deep Sea in depth
Publisher sources & scope
Checked September 15, 2026. This hub covers the identified current base or standalone edition. Use the publisher rules for exact card and module interactions.