The Crew: Quest for Planet Nine Mission & Communication Rules

The Crew’s campaign changes the objective from mission to mission, but the same task and communication framework supports most scenarios.

Task cards

A task card names one specific playing card. The player who owns that task normally must win the trick containing that card.

Task tokens can add order

Some missions place numbered, first/last or other condition tokens on tasks. These modify when tasks must be completed rather than changing the basic trick-taking rules.

Commander

The player holding the 4 rocket is commander. The commander normally opens the first trick and handles any commander-specific task assignment described by the mission.

Communication token

When communication is permitted, reveal one eligible card and place the radio token at the top, bottom or center to indicate that card is respectively your highest, lowest or only card of that color. The communicated card remains part of your hand.

Rockets are trump

Rockets form a separate suit and are trump. You must follow rockets if rockets are led and you hold one. Otherwise, when void in the led color, you may play a rocket to win if its value is high enough.

Mission success

The mission ends successfully when all tasks and special conditions have been satisfied. Many missions finish before every card is played once the last requirement is completed.

Mission failure

If a required card is won by the wrong player, a task-order condition is violated or another mission-specific failure occurs, the mission fails. The crew may retry it with a new deal.

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