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The Crew: The Quest for Planet Nine rules refresher

Get back into The Crew: The Quest for Planet Nine in 10 minutes: a spoken refresher of the setup, how a turn goes, the rules people often forget, and how the game ends and is scored. Made for people who have played before. Listen on the way to game night and start playing without opening the rulebook.

2019 · Kosmos · 3–5 players · 2 min 43 s in the feed

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  • How to win
  • Basic setup
  • Core mechanics
  • Gameplay example
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Rules quiz

How much of The Crew: The Quest for Planet Nine do you still remember? Each question opens on its answer.

When are you allowed to play a rocket card on a trick where a color was led?

You may play a rocket only if you cannot follow the suit that was led.

What happens if a player wins a trick containing a card that matches another player's task?

The attempt fails immediately.

When placing your communication token on a card, what does each position on the card mean?

The top means it is your highest card of that color, the middle means it is your only card of that color, and the bottom means it is your lowest card of that color.

How do arrow task tokens differ from numbered task tokens in setting the order of tasks?

Numbered tokens fix the exact position of a task in the order, while arrow tokens only require the one arrow task to come before the two arrow task and so on, with untokened tasks free to fall anywhere around them.

Once the crew uses the distress signal on a mission, how does it affect later attempts at that same mission?

The signal stays active for every attempt at that mission, so everyone may pass one card again at the start of each retry, and one is added to the recorded attempt count.

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