11
Game Materials ...........................................
Game Overview ...........................................
Communication ..........................................
Mission Preparation & Sequence ............
Degree of Difficulty & Distress Signals 
Symbols & Tokens ..................................... 
Playing with Five Players ....................... 
Playing with Two Players ....................... 
Tips & Variants .......................................... 
Author & Imprint ...................................... 
22
Astronauts wanted! Scientists say there is a mysterious
ninth planet located at the edge of our solar system. But
despite all of their efforts, so far they have been unable
to provide substantial evidence of its existence. Join this
exciting space adventure to find out if the theories are just
science fiction or if you will discover Planet Nine.
In this cooperative trick-taking game you need to complete
 different missions. But you will only succeed if you can
work together as a team. To master the challenges and
achieve your mission, communication will be essential —
but in space, things can be more difficult than you expect ...
GAME MATERIALSGAME MATERIALS
 Large cards (playing cards)
 Color cards
in four colors with
the values -
Rocket cards
with the values -
Large reminder cards
 Small cards
(task cards)
 Tokens
 task tokens
 radio communication tokens
 distress signal token
commander token
 rulebook/logbook
Ages
+
Players
–*
* two-player
variant is
on page 
oo
te ree
osos
eper pp!
For Android, iOS, and Fire. Check
the app stores for details.
Game tutorial
Download the free bonus app
Helper App
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33
Cooperative
You win together, or you lose together — only if each of you
is successful, and you help each other, will you be able to
complete the missions and win the game.
Mission-based
Your journey spans  different missions, each with a unique
win condition, which you play through consecutively as a
cohesive story. But you can also play the missions out of
order if that is your preference. The missions can be found in
the logbook at the end of this rulebook.
You will probably not be able to play through this adventure
all at once. Therefore, it is best to get together on several
different occasions to play through all of the missions. The first
few missions rarely take more than five minutes to complete.
However, later on, you will need more time for each individual
mission, as they get progressively harder.
Trick-taking game
All of the cards are distributed to “The Crew (the players),
and then, in turn order each player plays one of his or her
own cards face up in the middle of the table. This playing of
one card by each is called the “trick. The player who places
the card with the highest value wins the trick, but only if that
player has followed suit.
There are five card suits: pink, blue, green, yellow, and
rocket cards. Following suit means that each player must
“follow” the suit choice of the first player; i.e., you have to
play a card of the same type. Only if you do not have a card
of this suit may you play a card of a different suit.
ATTENTION
If you cannot easily
distinguish between
the colors of the cards,
you can use these four
symbols instead:
Each color of the
cards has also been
assigned a symbol.
The Crew offers you
a story, but you can
just as easily play
missions of your
choice, because no
two attempts will
work out the same
way. Play the way
you enjoy the most.
The Crew is a cooperative, mission-based trick-taking
game. What does this mean?
This column contains
a brief and concise
overview of the most
important rules
so you can quickly
find your way back
into the game after a
long break.
44
However, the trick can only be won with cards that have
followed suit. The card with the highest numeric value in the
designated suit wins the trick. A trick that has been won is
set aside face down. You may only take a look at the cards
from the trick won most recently.
During a trick, there is no mandate to play a specific card.
If you have multiple cards that you can play, you may play a
low card, even though you would have been able to win the
trick with a higher card. In other words, you are not forced to
win the trick.
The rocket cards are trump cards. This means that they
always win the trick, no matter which other cards are in play.
During a color-suited trick, a rocket may only be played if
a card in the color suit cannot be played. If a rocket card is
played first, this will establish the suit and must be followed
if possible. If several rockets are in contention, the one with
the highest value wins.
The following examples show which card type (or suit) has to
be played — i.e., which card was first played in the trick:
In each round, each
crew member plays
a card in a clockwise
order. These cards
make up the trick. The
highest card played
wins the trick.
The initial card played
sets the suit that must
be played for each trick.
This is applicable for
both color cards and
rocket cards.
If a suit cannot be
followed, then any
card of your choice
can be played.
Only cards of the
designated suit can win
the trick, unless they
are rockets. You are not
required to win a trick.
Rockets are trump
cards and win in any
trick. If there are
several rockets in a
trick, the rocket card
with the highest value
wins the trick.
Tricks that are won are
set aside face down;
only the last trick can
be looked at.
The yellow
8
and
6
were
played following the suit
established by the first card
played, the yellow
2
.
8
is
higher and thus wins the trick.
The green
3
establishes the suit.
5
is higher and thus wins the trick.
Because even though
9
had the
highest value it did not follow suit
and thus cannot win.
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Communication
An important rule in this game is that you
cannot talk about the cards in your hand. You
are not allowed to show, say or suggest to other
crew members which cards you have. But there
is a possibility of communication in the form of
radio communication tokens. Each of you has
one radio communication token, which can be
used exactly once per mission. It may be used at any time
before a trick, but never during it. If you fail in a mission
attempt, you may of course use it again during the next
attempt.
If there are task cards in the game, you must first divide
them among you, before you can communicate. We will
explain task cards on page .
Rule of thumb for
the exchange of
information:
If you know something
only because you know
your own cards, you
are not allowed to talk
about this information.
The maximum is
one communication
per crew member per
mission attempt.
Communication can
only happen after
the task distribution
phase and then every
time before a trick
begins, but never
during the trick.
The blue
3
was played.
7
is
higher and would win the trick.
However the
1
card is a rocket
card, and rocket cards are trump
cards, so it wins the trick.
The first card played was the
3
of rockets. As such
2
and
4
both played rockets
as well. The highest rocket in
the trick is the
4
; therefore
it wins the trick.
In The Crew, it’s always about the right players
winning the right tricks. You’re really going to need
to coordinate to accomplish the mission.
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66
If you want to communicate, take one of your color cards
and put it face up in front of you so everyone can see it. This
card remains part of your set of cards, so it can be played in
the normal way. The only difference is that every other crew
member now knows you have this card as well. Then place
your radio communication token with the green side up on
the card to give your crew members even more information:
> At the top, if it is your highest card of this color.
> In the middle, if it is your only card of this color.
> At the bottom, if it is your lowest card of this color.
One of these conditions must apply; Otherwise, you are not
allowed to choose that card to communicate with. Rocket
cards may never be communicated!
6
cannot be communicated, as
it is neither the highest nor the lowest,
nor is it the only yellow card in the
hand. The rocket may never
be communicated. All of the other
cards can be communicated.
Your highest
pink card
Your only
yellow card
Your lowest
green card
Rocket cards can never
be communicated.
Communication:
1. Lay out one color card
(no rocket cards)
2.
Place the radio
communication token
> Top = highest
> middle = single
> bottom = lowest
3. Take a reminder card
into your hand
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The placement of the radio communication tokens may
not be changed if the statement is no longer correct. For
example, a communicated “highest card may become
the “only card during the game. Nevertheless, the radio
communication token may not be moved.
After placing a card and radio communication
token, take one of the reminder cards into
your hand. Its purpose is to remind you that
your communicated card is still on the table.
If you play it, you can put down the reminder
card again. When you do this, flip the radio communication
token to the red side to indicate that you have already
communicated in this mission.
Reminder cards look different from all other cards on both
sides of the card, so your crew members can see that you
have a reminder card in your hand.
The placement of the
radio communication
tokens must not
be changed, even if
the statement is no
longer accurate.
Reminder cards are
discarded as soon as
the communicated
card is played.
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MISSION PREPARATIONMISSION PREPARATION
Carry out the following steps before each mission:
. Shuffle the  large playing cards and distribute them
face down and equally to all crew members.
If there are three of you playing, one person will get
one more card than the rest. After the last trick, the card
that is left remains unplayed.
. Each person puts a radio communication token with
the green side up in front of himself or herself. Put a
reminder card for everyone at the ready.
. Place the distress signal token face down.
. Shuffle the  small task cards and put them down as a
concealed pile. Keep the task tokens handy.
MISSION SEQUENCEMISSION SEQUENCE
In most missions you will have to fulfill a certain number
of tasks. These tasks are indicated with task cards, which
are smaller versions of the color cards. Unless a mission
dictates otherwise, crew members divide mission tasks
among themselves. You can discern how many tasks there
are by means of this symbol:
Take the specified number of task cards from the task card
deck and place them face up in the center of the table. All
other task cards are not required for carrying out the current
mission. Now look at the cards in your hands. Whoever has
the four rocket announces this and is the commander for the
current mission. This crew member receives the commander
token as a reminder.
Your commander will always be the first to choose a task card
from the center of the table and place it face up in front of
himself or herself. Then everyone else will take a task card.
Playing cards are
distributed to the crew
members — these are
used to play with.
Task cards specify
which playing card
must be won in a
specific trick.
Whoever has the
four rocket gets the
commander token
for the current
mission attempt. The
commander is still a
member of the crew.
4
99
Each crew member selects a task card one at a time until all
the tasks have been distributed. Each player could get several
tasks and not all players will necessarily have the same
number of tasks.
In the first missions there are only a few tasks. Not everyone
will have a task and the tasks are often played out quickly.
Tom
Task cards are divided
clockwise among the
crew members, starting
with the commander.
Julia
Car o
Daniel
Example setup and card distribution for mission 18
in the logbook: Tom has the
4
rocket. This means he
is the commander for this mission and will be the first to
choose one of the task cards. He chooses the pink
1
, since
he has the pink
9
in his hand and the pink
1
should be
easy to win. Julia and Daniel each choose a blue task. Caro
only has the choice between green and yellow and decides
to play green. Since there is still a task in the middle, Tom
has to take the remaining yellow task card. It won’t be easy
to fulfill this task since his hand does not contain any yellow
cards.
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1010
A task is fulfilled when a crew member wins a trick
containing the playing card matching one of his or her task
cards. He or she then turns the corresponding task card over,
face down in front of himself or herself. A crew member
can also fulfill several tasks with the same trick. As soon
as each one of you has completed your own tasks, you have
completed the mission successfully and can start the next
mission immediately. Upon the successful completion of a
mission you should enter in the logbook how many attempts
you needed to complete that mission.
If a player wins even a single playing card for which another
player has the corresponding task card, you lose immediately
and have to restart the mission from the beginning. For each
new attempt, you reshuffle all the cards, deal each crew
member new cards, and receive new tasks.
Once all the tasks have been distributed, the commander
starts the first trick. And then for the remainder of the
mission attempt, the person who won the previous trick
always starts the next trick.
Some missions do not use task cards. During these missions,
the commander will start the first trick.
Each task specifies
a playing card that
must be won. A task is
fulfilled when its owner
wins the corresponding
playing card in a trick.
When all the tasks of
the respective mission
are fulfilled, you have
completed the mission.
If a task is fulfilled by
a crew member who
does not possess the
appropriate task card
or if a crew member
violates a special rule,
you have lost.
The commander always
starts the first trick.
All further tricks
are started by the
person who won the
previous trick.
1111
TomJulia
Car o
Daniel
As commander, Tom starts the game. He opens the first trick
with his pink
9
and hopes to win the pink
1
. Julia plays a
pink
5
in the trick. Daniel does not have any pink cards in
his hand and therefore plays a card of his choice: the yellow
2
. Caro has a pink
1
and plays it in the trick. Tom has the
highest value of the pink cards played and thus wins the
trick. His task, to win the pink
1
,
is thereby fulfilled and he
turns over his task card.
LET’S GO!
You now know all the basic rules and can start with your first
mission. To do so, flip this book over and read the logbook.
On pages  and , you will find information about the
degree of difficulty and a help system, in case you need
some support. Starting from page , new rules and symbols
are explained. You will come across them in your logbook.
Starting on page , the game is explained for playing with
two players.
The commander is
always the player
with the four rocket.
The duties of the
commander are:
1. start the selection
of the tasks
2. start the first trick
3. implement the
special rules of
individual missions
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1212
DEGREE OF DIFFICULTYDEGREE OF DIFFICULTY
A well-intentioned piece of advice: Do not be under the
illusion that the tasks ahead are always easy. You will find
that with every game you get better and every setback
improves your understanding of the processes and your
ability to play the game. In general, the  missions get
increasingly more difficult as you progress. We therefore
recommend that you play them in order. With four players,
in the first mission alone there are over  trillion possible
ways that the cards can be distributed and in later missions
the number is even greater. It can therefore happen that a
mission proves to be surprisingly simple or unexpectedly
difficult due to the card distribution. Accept that — the
universe does not cooperate. The gameplay of The Crew will
vary depending on the number of players. Playing with three
players will be a smaller challenge than playing with four or
even five players (see pages  and ).
You may also experience a situation when looking at your
(remaining) cards where you become convinced that you
cannot accomplish the mission. Withhold the urge to
communicate this to your crew members or to reveal your
cards. Far too often a detail is overlooked, forgotten, or too
hastily judged. In such a situation, simply play out the round
— it won’t take long, and you may still emerge victorious.
HELP MECHANIC: DISTRESS SIGNALSHELP MECHANIC: DISTRESS SIGNALS
When the going gets tough, you can count on the support
of your ground team even when you’re in space. At the
beginning of each mission, after distributing all of the playing
cards and, if applicable, task cards, but before any crew
member communicates, you can send a distress signal to the
control center on Earth. In order to do so, decide together
whether you want to make use of this assistance, then turn
A distress signal can
be sent out before the
first trick of a mission.
The distress signal
token is turned to its
active side and the
distress signal field is
circled in the logbook.
If the distress signal is
activated, each crew
member may pass one
card to his neighbor.
Rockets may not be
passed on!
1313
the distress signal token to its active side (satellite).
Then immediately circle the distress signal field of the current
mission in the logbook. Each crew member now has to hand
over one of his or her cards to his or her neighbor. Rocket
cards cannot be passed on! Decide together if you will pass
the cards to the left or the right. Everyone has to pass in
the same direction! Then the mission starts and follows the
standard rules.
The distress signal token will remain active until you
complete the current mission. No matter how many tries
you need, at the beginning of each attempt you can pass
a card to the left or to the right to a crew member next to
you. Even if you don’t use it, the token remains active.
Only when you start a new mission do you turn the token
over again to inactive.
The use of the distress signal token will be noted in your
score. After each successful mission, you will enter in
the logbook the number of attempts that you needed to
complete the mission. If your distress signal field is circled,
you must increase this number by one.
Use this help at your own discretion. If you want your
adventure to be a bit easier overall, you can use the help
immediately on your first attempt. Each mission can also be
completed without the use of the distress signal token!
inactiveactive
Distress signal token
Either all crew members
have to pass on a card
or none, and all have
to choose the same
direction.
Rockets are never
passed on.
The distress signal
token remains active
until the current
mission is completed
and increases the
number of attempts for
this mission by one.
ALL missions can be
completed without the
distress signal. Are you
up to the challenge?
1414
EXPLANATION OF SYMBOLS EXPLANATION OF SYMBOLS
IN THE LOGBOOKIN THE LOGBOOK
Task tokens
In many of the missions, task tokens are used. Each token is
then assigned to a task card. These specify the conditions for
the respective card, that must be observed while fulfilling
the task.
Task tokens make the
fulfillment of tasks
more difficult through
additional conditions.
If the condition of
a task token is not
fulfilled, you have lost.
There are the following task tokens:
The task must be
fulfilled fourth.
The task must be
fulfilled fifth.
The task must be
fulfilled first.
The task must be
fulfilled second.
The task must be
fulfilled third.
The task must be
fulfilled anytime
after
.
The task must be
fulfilled anytime
after
.
The task must be
fulfilled last.
The task must be
fulfilled anytime
before
.
The task must be
fulfilled anytime
after
.
Violating the task order condition will immediately cause
the mission to fail.
The task token
does not mean that the task must be
fulfilled in the first trick — it only has to be fulfilled first out
of all the pending tasks.
1515
It is possible to win
multiple tasks with
task tokens in the
same trick if the tokens
are consecutive.
It can happen that several tasks with task tokens are won by
a single crew member in the same trick. If these task tokens
are consecutive, for example,
and
,or
and
, both are considered to have been correctly fulfilled,
regardless of which was played first.
The mission description shows how many task cards and
which task tokens are to be used. If you are playing with task
tokens, first place the indicated task tokens face up in the
center of the table. Then draw the task cards and place them
from left to right, starting with the first task token. No token
may be assigned to more than one card.
The mission specifies to use three task
cards as well as task tokens one and two.
Then the task cards are drawn and are placed next to each
other, face up from left to right, starting with the first token.
This will be a memorable day! You are now prepared for
launch. The completion of training however, is only just the
beginning of your adventure. 10-9-8-7-6-5-4-3-2-1-LIFT OFF!
A massive force presses you into your seats — now there is
no going back. With a deafening noise, you leave the ground,
the country, the continent, and the planet.
You have reached lunar orbit, weightlessness sets in — it’s
an indescribable feeling. You’ve completed numerous tests
and training for this moment and yet joy overwhelms you
every time. You look back at the Earth, which was your
entire cosmos so far and already you can cover it with just
your thumb.
You are abruptly torn from your thoughts, as the on-
board analysis module NAVI deafeningly sounds an alarm,
demanding your attention. A tiny piece of metal has become
wedged in the electronic drive unit. A steady hand will be
needed in order to not damage the circuit boards. A one card
must win a trick.
7
8
9
One trick
taken with
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
3
3
6
Total
Initially the tokens have to be placed
next to each other.
Set up:
1. Lay out the tokens
2. Lay out the tasks
from left to right
starting with the
first task token
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1616
The distribution of the task cards happens as previously
described. If you take a task card, you must also take any
corresponding task token.
Number and arrow tokens both specify an order. Arrow
tokens give you more flexibility in fulfilling your tasks than
the number tokens:
This mission
requires three
task cards and
task tokens
one and two.
This mission
requires three
task cards and
the first two
arrow tokens.
In this case, first the blue
6
, then
the green
3
, and finally the pink
1
must be won.
Here the blue
6
must be won before
the green
3
.
Whether the pink
1
is
won before the blue
6
, between the
blue
6
and the green
3
, or is won
after the green
3
, does not matter.
This will be a memorable day! You are now prepared for
launch. The completion of training however, is only just the
beginning of your adventure. 10-9-8-7-6-5-4-3-2-1-LIFT OFF!
A massive force presses you into your seats — now there is
no going back. With a deafening noise, you leave the ground,
the country, the continent, and the planet.
You have reached lunar orbit, weightlessness sets in — it’s
an indescribable feeling. You’ve completed numerous tests
and training for this moment and yet joy overwhelms you
every time. You look back at the Earth, which was your
entire cosmos so far and already you can cover it with just
your thumb.
You are abruptly torn from your thoughts, as the on-
board analysis module NAVI deafeningly sounds an alarm,
demanding your attention. A tiny piece of metal has become
wedged in the electronic drive unit. A steady hand will be
needed in order to not damage the circuit boards. A one card
must win a trick.
7
8
9
One trick
taken with
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
3
3
6
Total
You are nearing completion of the preparation phase. These
last training phases are focused on the recalibration of
the control modules, reorientation of the communicators
and the advanced auxiliary systems on the spacesuits. You
should be ready to launch soon.
Celebrated too soon! One of you is sick in bed. After
everyone has looked at his or her cards, your commander
asks everyone how he or she feels. It may only be answered
with “good or “bad. Your commander then decides who is
ill. The sick crew member must not win any tricks.
After this minor setback, your final training phase lies ahead:
Learning what to do in the case of restricted communication.
In order to do so, a dead zone will be simulated, these can
occur in space for a number of reasons, so it’s important to
train for them. Strengthen your mental connections to pass
the final tests.
4
5
6
?
Must not win
2
3
5
Total
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11
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33
11
11
33
33
1717
Dead zone
If your mission shows this symbol, your
communications have been disrupted and
you only have limited communication.
When you want to communicate, place
your card in front of you as you normally
would. It must meet one of the three conditions (highest, single,
or lowest of the cards in your hand, in the color suit). You are not
however, allowed to place your radio communication token on
the card. Instead flip it over to the red side and put it next to the
card. The other crew members must now use their intuition to
decide what information is being transmitted.
Disruption
If a mission shows this symbol, your communication is
completely interrupted for a short period of time. The number
will tell you during which trick communication can begin once
again. Until then, no crew member can communicate about a
card. Starting from the named trick, regular communication
rules apply.
In this case you cannot communicate
during the first two tricks of the mission.
Starting with the third trick — in other
words, directly before the third trick —
you may start communicating again.
Commander’s decision
If a mission displays this symbol, place the
specified number of task cards face down in
the middle of the table. After each player has
reviewed their cards, your commander asks
each crew member, whether they see
themselves fit to take on all of the tasks. It
may only be answered with “yes or “no.
Afterwards, your commander decides who
2
?
3
The dead zone requires
the use of intuition.
Communicate a card,
but do not place a
radio communication
token on it.
The disruption only
permits communication
starting from the
specified trick.
In case of the
commander’s decision,
the crew member
specified must fulfill
all tasks.
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actually receives the assignment and reveals the task cards.
The mission is fulfilled when the crew member has completed all
the tasks. Your commander may not choose himself or herself.
Commander’s distribution
If a mission displays this symbol, your
commander takes over the distribution
of the task cards. Prepare the mission
as usual, but do not place any task
cards open in the middle of the table.
Your commander now uncovers a task
card and asks each crew member in
turn whether he or she wants to take
on the task. It may only be answered with “yes or “no.
Afterwards, your commander decides who actually receives
the assignment. He or she can also choose himself or herself.
Repeat the process until all of the tasks are distributed. Note,
however, that the tasks must be evenly distributed: At the
end of the distribution, no one may have two tasks more
than another crew member. If task tokens are in use, they
must be distributed with the task cards; i.e., the first task
token with the first task card, etc.
PLAYING WITH FIVE PLAYERSPLAYING WITH FIVE PLAYERS
The basic sequence of the game does not change with five
crew members. But you must be aware that with five players,
the game presents a special challenge. Above all, in the later
stages of your adventure, it brings an enormous increase
in the degree of difficulty. But if you are playing with five
players, eternal fame is certain.
All rules apply as previously described, there is only one
additional rule for missions with task cards added.
These may be used from mission  onwards. As a
reminder, all missions from  on, where this additional rule
In the case of the
commander’s
distribution, the tasks
are distributed evenly
among all the crew.
When playing with
five players, there is an
additional rule from
mission 25 on, which is
indicated by a golden
frame around the
mission number.
25
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applies, have a golden border around their mission numbers.
After you have distributed the playing cards and the task
cards and before the first trick starts, one crew member can
hand over his or her own task card to another crew member.
Decide together who hands over a task card and who should
take it on without revealing anything about your cards. You
may also use this additional rule in missions  and .
After handing over the task card, one crew member has one
more task and one member has one less than before. The
total number of tasks does not change, so you may not place
a task back on the stack. You do not have to increase the
number of attempts in the logbook by one when you use this
additional rule.
PLAYING WITH TWO PLAYERSPLAYING WITH TWO PLAYERS
The Crew is best when played with a crew of three or more.
Nevertheless, you can also explore the infinite vastness of
outer space with the following mission structure:
. Put the four rocket card aside.
. With the rest of the  large playing cards, put seven
face down in a row, one next to another. Then put an
additional seven cards face up in a row on the first
seven covered cards.
. Shuffle the four rocket in with the remaining cards and
distribute these face down and evenly among both of the
crew members, so that each has  cards.
. Each crew member puts a radio communication token
with its green side up in front of himself or herself, as
well as a reminder card.
. Place the distress signal tokens face down.
. Shuffle the  small task cards and display them as
a face-down stack. Keep the task tokens handy.
Before the first trick
begins, a crew member
can handover his or her
own task to another
crew member.
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When playing with two
players, a third crew
member is simulated by
JARVIS, by means of a
double row of 14 cards.
Your commander
chooses the tasks for
JARVIS and plays the
cards for JARVIS. Both
of these things are
decided without any
discussion.
Only face-up cards from
JARVIS can be played.
When playing with two players, the commander role is also
carried out by the player with the four rocket. The tasks of
the commander remain unchanged (starts the task selection,
starts the first trick, and, if necessary, follows any special
rules of the missions).
Additionally, your commander takes over the administration
of JARVIS. JARVIS is an artificial intelligence system that
will accompany you on your adventure. It is represented
by the double row of  cards that offer solutions to each
situation. Since JARVIS is an entity without a body, your
commander must make decisions for it. JARVIS is treated
as a third crew member. However, during JARVIS’ turn
to play, your commander always decides which of the
open cards should be played in the trick. The second crew
member cannot thereby discuss it. Even when choosing the
task cards, your commander will decide which tasks JARVIS
will take. Treat JARVIS just like any other crew member and
decide where JARVIS should “sit.”
Only the face-up cards from JARVIS can be played. when
a face-up card has been played, the card below will be
revealed, but only after the completion of the trick and
not before.
Example of JARVIS’ play area at the beginning of a mission.
33
33
33
33
55
55
55
55
88 88
88 88
33
33
33
33
2 2
2 2
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TIPS AND VARIANTSTIPS AND VARIANTS
No communication is also communication. This means that
often, you can directly attempt to win your tasks, when no
one communicates.
Most of the time it is easier to win a card that you
don’t have in your hand. This is especially true for the
low-value cards.
With rockets, you can easily win cards of a color you do not
have in hand.
Don’t forget that the four rocket always wins a trick, as it is
the highest card in the game.
Being able to fulfill multiple tasks in one go is worth gold.
Consider this when choosing your tasks.
If you only have the eight and the nine of one color in your
hand, it is preferable to communicate the eight as the
lowest card instead of the nine as the highest. So you can
make it clear that you also have the nine.
Challenge for Three
If you want a greater challenge for three players, try the
following variant:
When setting up the game, return all green playing cards
and task cards as well as the rocket card with the value of
one to the box. Then start playing with the usual rules.
All special rules for the missions in the logbook apply.
Only missions  and  are affected by this change. You do
not have to win a trick with the rocket card with the value
one.
CREATE YOUR
OWN MISSIONS
In case 50 missions
are not enough
for you, you can
also design your
own missions with
the material.
Simply combine any
number of tasks and
task tokens with
any special rules of
your choosing.
If you then think up a
little story around
it, you have now
created your own
personal adventure!
Example of JARVIS’ play area at the beginning of a mission.
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Author: Thomas Sing
Illustration: Marco Armbruster
Graphics: Sensit Communication
Editing: Kilian Vosse, Wolfgang Lüdtke
English edition editing: Ed Gartin, Tom
Wetzel, and Ted McGuire
©  Franckh-Kosmos
Verlags-GmbH & Co. KG
Pfizer Street -,  Stuttgart
Telephone: +  -
Fax: +  -
kosmos.de
Art. No.: 
All rights reserved
Made in Poland
© 2019 Thames & Kosmos, LLC,
Providence, RI, USA
Thames & Kosmos® is a registered
trademark of Thames & Kosmos, LLC.
All rights reserved.
Distributed in North America by
Thames & Kosmos, LLC.
Providence, RI 02903.
Phone: 800-587-2872
Web: thamesandkosmos.com
Distributed in United Kingdom by
Thames & Kosmos UK LP.
Cranbrook, Kent TN17 3HE.
Phone: 01580 713000
Web: www.thamesandkosmos.co.uk
The author and publisher would like to thank all the play testers and rules
reviewers who were there in the beginning for the contributions that made
The Crew what it is today. This applies in particular to Marco Armbruster,
Wolfgang Schmidts, and the Kosmos editorial team.
A special thank you goes to Klaus, Ralf, and Volker, who were always ready
to explore the depths of the universe.
THE AUTHORTHE AUTHOR
Thomas Sing, born in , lives
in the town of Constance on Lake
Constance. Some years ago, the
graduate economist bought a
large corner store with his friends.
This gave him enough time for his
hobbies: mathematics, Miss Lupun,
and of course, inventing games.
During his schooldays, Thomas Sing was a world record
holder in Ludo and thus made his way into the Guinness
Book of Records.
His first game for Kosmos, The Crew, has brought together the
popular worlds of trick-taking games and cooperative games in
a fascinating and entirely original way.
691868-02-060320