The Crew: The Quest for Planet Nine Rules for 2 and 5 Players
Hello! Today, I want to talk to you about the rules for playing the exciting game called The Crew: The Quest for Planet Nine. This game is all about working together as a team to complete space missions. It’s a lot of fun, and I’m here to explain how it works!
First, let’s talk about the number of players. The Crew: The Quest for Planet Nine can be played with 2 to 5 players. This means you can play it with just one other person, or with a group of up to five people. It’s great for playing with friends or family!
Now, let’s dive into the rules. The objective of the game is to complete a series of missions in space. Each mission has specific tasks that need to be accomplished. To complete a mission, players need to play their cards strategically and communicate effectively with each other.
Here’s how it works: at the beginning of each mission, a mission task card is revealed. This card tells you what needs to be done to complete the mission. The tasks can be things like collecting specific cards, winning specific tricks, or playing cards in a specific order.
Now, you might be wondering how players communicate with each other. Well, that’s where the communication tokens come in. Each player is given a set of communication tokens at the start of the game. These tokens can be used to give hints to other players about which cards they should play. It’s a great way to work together and strategize!
In addition to the mission task card, players are also dealt a set of playing cards. These cards have different suits and values. During each round, players take turns playing one of their cards. The player who plays the highest card of the suit that was led wins the trick. The team needs to win a certain number of tricks in order to successfully complete the mission.
But here’s the catch: players are not allowed to communicate with each other once the mission starts. That means you have to rely on the hints given earlier and your own strategy to figure out which cards to play. It can be quite challenging, but also a lot of fun!
As you can see, The Crew: The Quest for Planet Nine is a game that requires teamwork, strategy, and communication. It’s a great way to spend time with friends and family, and it will definitely keep you entertained! So gather your crew, embark on a space adventure, and see if you have what it takes to complete the missions and find Planet Nine!
When there are five of us on the crew, the game remains mostly the same. However, it’s important to note that playing with five players adds a special challenge, especially as the adventure progresses. The difficulty level goes through the roof! But fear not, because if we manage to conquer it, we’ll achieve eternal fame. All the rules we discussed earlier still apply, with one additional rule for missions that have task cards. These task cards can be used starting from mission 25, which you can easily identify by the golden border around their numbers.
Before the first trick begins, one of us can hand over their task card to another crew member. It’s up to us to decide who will give away a task card and who will receive it. The catch is, we can’t reveal anything about the cards we have. This additional rule also comes into play for missions 27 and 37. After passing the task card, one crew member will have one more task, while another will have one less. The total number of tasks remains the same, so we can’t put a task back in the stack. Oh, and don’t worry about increasing the number of attempts in the logbook when we use this extra rule. It’s not necessary.
Let’s Play with Two People!
- First, let’s set aside the four rocket cards.
- Now, take the remaining 39 big playing cards. Put seven of them face down in a row, side by side. Then, on top of those, place seven more cards face up.
- Next, we need to mix the four rocket cards back in with the rest. Shuffle them up and divide all the cards evenly between the two players, so that each person has 13 cards.
- Each player should put a radio communication token in front of them, with the green side facing up. Also, make sure to have two reminder cards handy for each player.
- Don’t forget to place the distress signal tokens face down.
- Lastly, shuffle the stack of 36 small task cards and keep them face down. Make sure to keep the task tokens nearby too.
When you’re playing with just two people, the player who has the four-rocket becomes the commander. As the commander, you have some important responsibilities. You start the task selection, kick off the first trick, and if needed, follow any special mission rules.
But that’s not all – you also get to take charge of JARVIS. JARVIS is an artificial intelligence system that will be your companion on this adventure.
JARVIS is represented by a double row of 14 cards. Each card offers a solution to a different situation. Since JARVIS doesn’t have a body, it’s up to you to make decisions for it. Think of JARVIS as a third member of your crew.
When it’s JARVIS’ turn to play, you, as the commander, choose which of the open cards should be played in the trick. Your second crew member can’t join in the discussion – the decision is all yours.
When it comes to choosing the task cards, you, as the commander, get to decide which tasks JARVIS will handle. Just treat JARVIS like any other crew member and determine where JARVIS should “sit”.
![]() This is what JARVIS’ play area looks like at the start of a mission. |
You can only play the face-up cards from JARVIS. When you play a face-up card, the card underneath will be revealed, but only after the trick is complete and not before.