Setting sail for high-seas adventure? If you’re looking for a dice game that’s a step up from LIAR’S DICE but not quite as intense as SHOOT DICE, then “Ship, Captain, Crew” is your perfect vessel. This exciting game is known by a crew of different names! Whether you’ve heard it called “6-5-4”, “Mariner”, or even “Ship of Fools”, we’ve got the complete rules and instructions to get you started. This is your treasure map to mastering this simple, fun game in no time!
Basic Rules of Ship, Captain, Crew
Ahoy, mateys! Let’s set a course through the rules of “Ship, Captain, Crew” – a dice game more thrilling than a kraken encounter! Grab your five standard six-sided dice and at least one hearty shipmate (minimum two players). Your objective? To score the highest points by amassing the most valuable “Cargo.” But beware, me hearties, there’s a catch…
Assembling Your Crew (and Why You Can’t Rush a Good First Mate)
Each player gets a maximum of three rolls per turn to gather their crew, but this ain’t no free-for-all recruitment drive. A Ship needs order, and that means following the rules precisely:
- Ship Happens: Roll those dice and pray for a 6, representing your Ship. No ship, no voyage! Set it aside – she’s the backbone of your operation.
- Captain’s Orders: Even the greenest landlubber knows a Captain is essential. Once, and only once, you’ve secured your Ship (6), can you keep a 5 – your fearless Captain.
- Crew on Deck: Now, with a Ship and Captain, you can finally welcome aboard your Crew. But remember, you need both the 6 and 5 set aside before you can keep a 4, representing your loyal (or at least obedient) Crew.
Cargo – Your Path to Riches (and Risky Re-Rolls)
Once your Ship, Captain, and Crew are assembled (or you’ve exhausted your three rolls), it’s time to assess your Cargo. The remaining two dice determine your score for the round.
Now, here’s where a true pirate captain earns their stripes. If you have any rolls remaining after securing your crew (6, 5, 4), you can choose to re-roll both Cargo dice. A chance to increase your riches… or face a devastating loss! Even a pair of measly 1s is a risk you might have to swallow!
Navigating the Re-Roll Dilemma
This is where strategy meets lady luck. Consider these factors before risking those re-rolls:
- Current Cargo Value: A low score (like 2, 3, or even 4) begs for a re-roll, as the probability of improving is high. But a strong 9, 10, or 11? That’s a gamble only a seasoned pirate can weigh.
- Rolls Remaining: Each remaining roll is a precious resource. More rolls equal more chances to boost your Cargo, but also more chances to plummet into despair.
- Your Opponents’ Scores: A shrewd captain keeps a weather eye on the competition. Are they lagging behind? Maybe a safe score is enough. Are they sailing toward victory with a bounty of points? Time to weigh the anchor and take a chance!
Example: A Fortunate Voyage (Or Is It?)
Imagine this: your first roll yields a 2, 4, 5, 5, and a glorious 6 (Ship)! You swiftly claim your Captain (5), leaving you two more rolls to secure your Crew and maximize your Cargo. Fortune smiles upon you, and the next roll reveals a 4 (Crew). You’ve got a full crew, but your remaining dice (2 and 4) leave you with a paltry Cargo score of 6.
Do you play it safe and keep your 6 points, knowing that other players might surpass you? Or, with one roll remaining, do you tempt fate and re-roll both Cargo dice? Will you uncover a chest overflowing with gold, or find yourself staring at a pair of empty barrels?
The decision, captain, rests in your hands. Choose wisely!
Winning and Multiple Rounds
So you’ve braved a round of Ship, Captain, Crew, those precious Cargo dice are tallied, but who claims victory? In this dice rolling game, the winner of each round is the player with the highest Cargo score, determined by the sum of their two remaining dice (remember the Basic Rules!). But what about those nail-biting ties?
Walking the Plank (of Extra Rolls)
Ahoy, a tie in Ship, Captain, Crew means a tiebreaker! Each tied player gets one extra roll to try and best their rivals. They’ll follow the standard gameplay: roll for a Ship (6), then a Captain (5), then a Crew (4), with any remaining dice becoming their tiebreaker Cargo. Highest score wins the round! But what if, by some cruel twist of fate, another tie occurs? Those stubborn pirates keep rolling those tiebreaker rounds until one emerges victorious!
Beyond a Single Voyage: Setting Sail for Multiple Rounds
While a single round of Ship, Captain, Crew can be a quick and exciting affair, most pirate crews crave a longer voyage. Playing multiple rounds allows for extended strategy and nail-biting tension. Here are two popular methods to keep track of your conquests and determine the overall winner:
- The Simple Tally: This classic approach keeps things straightforward. After each round, the winner gets a point (or you can just mark a tally). Decide in advance how many rounds you’ll play (e.g., best of 5, first to 10 wins, etc.). The player with the most wins at the end is crowned the ultimate Ship, Captain, Crew champion!
- Points Make Prizes: This method adds a nuanced layer to the game, rewarding consistent performance over individual round victories. At the end of each round, players earn points based on their Cargo scores. For instance:
- Highest Cargo score: 3 points
- Second highest: 2 points
- Third highest: 1 point
This format encourages long-term thinking and strategic play. Even if you lose a round, a decent Cargo score still contributes to your overall points total. Plus, it’s perfect for longer games, keeping everyone engaged until the very last die is cast.
And of course, no matter which scoring method you choose, don’t forget to rotate the starting player with each new round. Let every pirate experience the thrill of the first roll and the agony of a poorly timed 1!
Ship, Captain, Crew Dice Game Variations
Ready to add some cannons to your dice-rolling ship? These Ship, Captain, Crew rule variations introduce exciting twists and turns to your gameplay. Whether you crave high-risk gambles, strategic depth, or just a longer voyage, there’s a variation here for every pirate crew.
Shifting Cargo: A Gamble for the Bold
Feeling lucky? “Shifting Cargo” is a game variation that adds a tantalizing element of risk. After securing your Ship (6), Captain (5), and Crew (4), you can choose to re-roll one—and only one—of your Cargo dice on any remaining turns.
Think of it like this: you’ve stumbled upon a treasure chest, but it’s looking a bit worse for wear. Do you stick with your current Cargo score, or gamble on finding a shinier prize hidden deeper within the wreckage? A low Cargo die (that pesky 1 or 2) might be worth risking for a chance at a doubloon-filled upgrade!
Admiral’s Choice: A Taste of Power
Who says the winner can’t bend the rules… just a little? In the “Admiral’s Choice” variation, the player with the highest score in each round earns the title of Admiral. This esteemed leader then chooses which unfortunate soul gets to start the next round. Will you force your strongest opponent to go first, hoping they’ll stumble without the comfort of seeing others’ rolls? Or will you show mercy on a struggling shipmate… at least until it’s time to claim the final treasure? This rule change adds a fun layer of strategy to the game.
Long Voyage: Braving Stormy Seas for Ultimate Glory
For those who prefer their games with an extra shot of rum (figuratively speaking, of course – or not!), the “Long Voyage” variation ensures that only one captain can claim the ultimate prize. If a round ends in a tie, there are no simple tiebreakers here. Instead, the stakes are raised! Everyone antes up again (if you’re playing with a betting system), the pot grows larger, and the game continues until a single, triumphant pirate emerges from the dice-rolling fray. If your group enjoys long, high-stakes games, this is the variation for you!
Dropping Anchor: Rewards for Swift Seafaring
Time is money, or in this case, victory points! The “Dropping Anchor” variation adds a bonus for those who can assemble their crew with speed and efficiency. Instead of solely relying on the total of your Cargo dice, you’ll also earn bonus points for any unused rolls.
Successfully gather your Ship, Captain, and Crew in just two rolls? That’s a bonus point added to your Cargo score! Finish in a single, glorious roll? You’ll be swimming in two bonus points! This variation adds a delicious layer of strategy, forcing you to weigh the allure of a potentially higher Cargo score against the guaranteed reward of a swift and decisive victory.
Beyond the Basics: Mix-and-Match for Maximum Mayhem
These variations are just the tip of the iceberg (or maybe the tip of a pirate’s hook?). Don’t be afraid to get creative and combine multiple variations for a truly unique and chaotic gameplay experience. For instance, combine “Shifting Cargo” with “Dropping Anchor” for a game that balances risk with the need for speed!
Just remember, captains: no matter which rules you choose to sail by, the most important thing is to have fun, embrace the unpredictable nature of the dice, and never underestimate the power of a well-timed pirate pun.
Tips for Playing Ship, Captain, Crew
Sure, “Ship, Captain, Crew” might seem like a game purely driven by the roll of the dice. But even the most seasoned pirate captain knows that a little strategy — and a bit of calculated risk-taking — can make all the difference. Let’s chart a course to plundering victory!
Mastering the Art of the Re-Roll: A Data-Driven Approach
The most crucial decision you’ll make in this dice rolling game is when to re-roll those precious Cargo dice. Here’s where understanding the odds can transform you from a landlubber to a strategic mastermind:
Cargo Score | Dice Combinations | Probability | Probability (%) |
---|---|---|---|
2 | (1, 1) | 1/36 | 2.78% |
3 | (1, 2), (2, 1) | 2/36 | 5.56% |
4 | (1, 3), (2, 2), (3, 1) | 3/36 | 8.33% |
5 | (1, 4), (2, 3), (3, 2), (4, 1) | 4/36 | 11.11% |
6 | (1, 5), (2, 4), (3, 3), (4, 2), (5, 1) | 5/36 | 13.89% |
7 | (1, 6), (2, 5), (3, 4), (4, 3), (5, 2), (6, 1) | 6/36 | 16.67% |
8 | (2, 6), (3, 5), (4, 4), (5, 3), (6, 2) | 5/36 | 13.89% |
9 | (3, 6), (4, 5), (5, 4), (6, 3) | 4/36 | 11.11% |
10 | (4, 6), (5, 5), (6, 4) | 3/36 | 8.33% |
11 | (5, 6), (6, 5) | 2/36 | 5.56% |
12 | (6, 6) | 1/36 | 2.78% |
- Crunching the Numbers: Each die has a 1 in 6 chance (16.67%) of landing on any given side. But you’re rolling two dice for Cargo, creating a range of potential scores (from 2 to 12). As you can see from the probabilities, mid-range Cargo scores like 6, 7, and 8 are the most common, while those elusive 2s and 12s are as rare as a kraken sighting.
- Playing the Percentages: Use this knowledge to your advantage! A Cargo score of 4 or less? The odds are in your favor—re-roll! A score of 9 or higher? You’re entering risky territory where the odds of decreasing your score are higher.
- Factoring in Remaining Rolls: The more rolls you have left, the more freedom you have to gamble. Two rolls remaining? You’ve got a decent safety net. One roll left, and a mediocre Cargo score? You’ll need to channel your inner gambler to decide whether the risk is worth the potential reward.
- The Psychology of Risk: Don’t forget to factor in the tendencies of your opponents! Are they risk-averse landlubbers or reckless buccaneers? Adjusting your own risk tolerance based on their behavior can give you an edge in the long run, leading to more wins over multiple rounds of Ship, Captain, Crew.
Beyond Probability: Tactical Maneuvers on the High Seas
Strategic thinking in “Ship, Captain, Crew” extends beyond just probabilities. Here are a few additional tactics to keep in mind:
- The Early Ship Advantage: Securing your Ship (6) on your first roll is like catching a favorable trade wind. This not only gives you more chances at a good Cargo score but also puts pressure on your opponents, potentially forcing them to take risks they wouldn’t otherwise.
- Reading the Game Flow: Don’t play in a bubble. Are your fellow pirates consistently racking up high Cargo scores? You might need to take more risks to stay competitive. Are they playing it safe? This could be your chance to secure a lead with a calculated re-roll.
- The “Dropping Anchor” Dilemma: If you’re playing with the “Dropping Anchor” variation (bonus points for unused rolls), a fast Ship, Captain, and Crew becomes even more strategically valuable. Weigh the guaranteed bonus points against the potential—but risky—rewards of additional re-rolls.
From Dice Game to Drinking Game: Spicing Up the Seven Seas
No pirate gathering is complete without a bit of grog! While “Ship, Captain, Crew” is a blast to play as a simple dice game, it also makes for a fantastic drinking game.
The “Loser Drinks” rule is a classic:
- Yo Ho Ho and a Bottle of… Whatever You’ve Got!: At the end of each round, the player with the lowest Cargo score takes a sip of their drink (or a full shot, for those who like to sail the high seas).
- Spice It Up: Get creative! Assign specific drinks for certain rolls (a shot for all 1s, anyone?), or come up with themed penalties related to the game (“Forgot to declare your Captain? Drink up, landlubber!”).
Remember: Drink responsibly, designate a driver, and may your voyages be filled with laughter, camaraderie, and maybe just a touch of pirate-themed shenanigans.
Related: discover our best drinking games for couples, 2 players, small & large groups.
FAQs
Q: What happens if I can’t seem to wrangle a Ship, Captain, and Crew within my three rolls?
A: Alas, alack! No Ship (6), Captain (5), and Crew (4) on the table means you’re sailing home empty-handed. Your score for that round is a big, fat zero. Time to polish your dice and hope for better luck next time!
Q: Can I choose not to re-roll my Cargo dice, even if I have rolls remaining?
A: Aye, captain, the choice be yours! While the lure of greater treasure (a higher Cargo score) is tempting, sometimes a bird in the hand is worth two in the bush (or so says this old salt). It’s all about weighing the risk versus the potential reward.
Q: What if I roll a Captain (5) and a Crew (4) on my first roll, but no Ship (6)?
A: Shiver me timbers! It seems your Captain and Crew are eager to set sail, but even the most skilled mariners can’t work miracles. Without a Ship (6), you cannot keep a Captain (5) or Crew (4), even if they appear on your initial roll. You’ll need to keep rolling those dice until you secure your vessel!
Q: Can I change my mind and re-roll a Cargo die after I’ve decided to keep it?
A: Once those Cargo dice have settled after your final roll, their fate is sealed. No take-backs, captain! Those doubloons are locked in for better or worse!
Q: What happens if multiple salty dogs find themselves in a tie during a tiebreaker round?
A: A tie during a tiebreaker? Sounds like we’ve got ourselves a true pirate standoff! If multiple players are still tied after a tiebreaker round, they’ll keep battling it out with additional tiebreaker rolls until one lucky captain emerges victorious. May the dice gods be in your favor!