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The Crew: The Quest for Planet Nine

66 questions players ask about The Crew: The Quest for Planet Nine. Pick one for the answer. See also the full rulebook.

Updated 2026-11-04.

  • Trick-taking and rockets
  • Communication and table talk
  • Missions, tasks and setup
  • Task tokens and task order
  • Commander's decision and distribution
  • Distress signals
  • Playing with two players (JARVIS)
  • Playing with three or five players
  • Mission flow and when a mission ends
  • Specific missions
  • Logbook, editions and translations

Trick-taking and rockets

  • When can or must I play a rocket card?
  • Can I lead a rocket, and do the others have to follow with a rocket?
  • If I can follow suit, do I have to play a higher card or try to win the trick?
  • Who leads each trick: only the commander, or the winner of the previous trick?
  • Can I look back at tricks that were already won?

Communication and table talk

  • When can I use my radio communication token, and how often?
  • Which cards can I communicate, and where does the token go?
  • If a colour card is my only card of that colour, may I communicate it as highest or lowest instead?
  • If my communicated card is no longer my highest, lowest or only card, can I move the token?
  • What is the reminder card for, and must I use it?
  • Can players talk about strategy once the cards are dealt?
  • Can I say something that reveals my hand, like "I don't have the yellow 6"?
  • Can we talk about who should take which task while tasks are being picked?
  • May I remind a teammate about a task they hold?

Missions, tasks and setup

  • What exactly completes a task card: do I need to play the card, or hold it?
  • How can I win a trick containing a card of a colour I cannot beat?
  • What happens if a player wins a trick containing another player's task card?
  • Who picks task cards first, and in what order do the others choose?
  • Can a player pass instead of taking a task card?
  • When a mission lists a number of tasks, is that per player or in total?
  • Do we reshuffle and redeal after every attempt?
  • With three players (or two plus JARVIS), is the extra card ever played?
  • Can missions be replayed or played out of order?

Task tokens and task order

  • Does task token 1 (or a number token) have to be won in the first trick?
  • What is the difference between number tokens (1, 2, 3) and arrow tokens (>, >>)?
  • Can I complete several tasks with tokens in the same trick, and does the play order within the trick matter?
  • Can an unnumbered task be won in the same trick as numbered task 1?
  • Can number tokens and arrow tokens appear in the same mission?
  • What does the Omega token mean: must it be won on the last trick?
  • How do tokens get assigned to task cards at setup, and who decides?

Commander's decision and distribution

  • In Commander's Decision and Distribution missions, can the crew answer yes or no?
  • Can the commander give the tasks to themselves?
  • In Commander's Distribution, are task cards face up before they are assigned?

Distress signals

  • How does passing cards with the distress signal work?
  • Does using the distress signal add to my attempt count?
  • Can I use the distress signal in a two-player game with JARVIS?
  • When is the distress signal used relative to communication and task handoffs?

Playing with two players (JARVIS)

  • How is JARVIS treated: can he get tasks, be picked as a crew member, or lead tricks?
  • Which of JARVIS's cards can be played, and when does a covered card turn up?
  • How is the deck prepared in a two-player game?
  • In a two-player game, how many radio tokens and reminder cards does each player get?
  • Where does JARVIS sit, and can his seat change between missions?
  • Can a deal be impossible when playing with JARVIS?
  • How do I play Mission 12's random card draw with JARVIS?

Playing with three or five players

  • What does the "Challenge for Three" three-player variant remove?
  • How does the five-player task handoff work, and which missions use it?
  • What may we say when deciding who hands over a task in a five-player game?

Mission flow and when a mission ends

  • When is a mission over: as soon as the tasks are done, or only after the last trick?
  • Is every deal winnable?
  • Does a task have to be completed in the first trick, or within one round?

Specific missions

  • Is Mission 1 an automatic win by leading the 4 of rockets?
  • How is Mission 5 (the sick crew member) played and won?
  • How is Mission 9 won, and does the rocket 1 count?
  • In Mission 11, can the commander pick themselves, and when and how do they choose?
  • In Mission 12, can the random draw take a communicated card or a reminder card?
  • In Mission 13, who must win the rocket tricks, and can JARVIS?
  • Do I have to play out the whole hand in Missions 16 and 17?
  • In Mission 33, how is the crew member chosen and must the hand be played out?
  • In Mission 40, can an Order tile be moved from one task to another?
  • In Mission 46, does passing the pink 9 change who must win all the pinks, and what about the extra card with three players?

Logbook, editions and translations

  • What are the six boxes and the X in the logbook, and what counts as an attempt?
  • What does the red star with a number in the logbook mean?
  • Does the Czech rulebook add a two-player rule for passing a task card?
  • Is the example picture on page 4 correct?
  • In Mission 50, can the commander win the last trick?
  • In the Deimos bonus missions D2 and E4, who is chosen and do rocket threes count?