The Crew: The Quest for Planet Nine
The Crew explained: cooperative trick-taking, 50 missions, task cards, limited communication, trump rockets and escalating objectives.
Complete a campaign of cooperative trick-taking missions in which specific cards must usually be won by particular players or in a particular order.
Communication is deliberately restricted, so the team must infer intentions from card play, task choices and the small amount of information each player is allowed to reveal.
Why We Love It
The Crew turns familiar trick-taking rules into a compact cooperative puzzle. The strongest moments come from understanding what teammates need without being allowed to simply explain your hand.
About The Crew
The deck contains four colored suits plus rocket cards that act as trump. Missions assign tasks and sometimes add special restrictions.
Players must follow suit when possible, and the team succeeds only if all required tasks are completed correctly.
Game at a Glance
Follow Suit
Standard trick-taking structure governs which cards can be played.
Complete Tasks
Specific cards must be captured by the correct crew member.
Communicate Carefully
Each player has tightly limited information they can share.
Progress Missions
Fifty missions add new combinations and restrictions over time.
Who The Crew suits
Groups who enjoy traditional card play, compact cooperative puzzles and communication constraints. Familiarity with trick-taking helps but is not required.
Rules overview
Deal the cards and assign the mission’s task cards according to its instructions. The player holding the highest rocket becomes commander. The lead card sets the suit for each trick, and players must follow suit if able; otherwise they may play any card. Rockets are trump. Communication tokens allow limited information about one card in a player’s hand. The mission succeeds only when every task and special condition is satisfied.
Key decisions
Editorial analysis: Preserve control cards until you understand where the dangerous voids and high cards are likely to be. Communication is most valuable when it removes ambiguity that card play alone cannot resolve, rather than merely confirming something teammates can already infer.
Common questions
How many missions are included?
The campaign contains 50 missions.
Can players freely discuss their hands?
No. Communication about cards is restricted by the rules.
Can two people play?
The standard player count is 3–5, and the rulebook includes a special two-player variant.
Related games
Learn The Crew: The Quest for Planet Nine in depth
Sources and edition notes
Facts checked September 17, 2026. This page covers The Crew: The Quest for Planet Nine, not Mission Deep Sea.