Haha yep! It's always amazing when we're talking about this game and ask local Wisconsin folks if they've played trick-taking games before, and they have no idea what we're talking about until we say, "like Hearts, Spades, Sheepshead, Euchre..." and their eyes light up. "Oh yeah of course!" 😄
Hey Mr. Zonk. That is a fantastic question. The rules call for completing the mission in its entirety. I assume this is because many of the tasks are contingent on all of the cards that the player ended with after all tricks have been played, such as "I will win with no green cards," or "I will end with more pink than blue cards." For newer players, it's good practice to play through the entire mission to ensure that your end results are accurate - especially once you start to have three or more tasks in a single mission. More experienced players of trick-taking games and The Crew will get to the point when they can identify that all of the green cards have been played and can thus end the "I will win no green cards" mission early. In fact, if you check out our playthrough for missions 1-3, you'll see that we ended all three missions early once we were certain of their result: ruclips.net/video/1pX_WqPlifU/видео.html Thanks for asking, and for the comment!
This is a great format for how to play videos. Really easy to follow along. For a game that seems simple when you get it, the rule book and other how to videos make it sound way too complicated.
Thanks for the kind words! We totally agree with your tips - actually, right after uploading this video, we upgraded our mic and switched to really nice woodgrain tables so that our white balance doesn't struggle so much. The next play-along tutorial (for Stella: Dixit Universe) will publish this week with those new adjustments. Cheers!
@@BoardGameBarrister Nice dedication! Do you use automatic white balance? That can mess your shots because it constantly checks the white balance. Looking forward the next video!
Doh! Been having such a hard time w the crew and this so far seemed like the clearest explanation of rules until I realized that is the deep sea mission and not the original which I have! 😂
The two versions are very similar. There are two main differences. 1) the goals in Deep Sea have everything on the goal card, while Quest for Planet Nine uses a combination of cards and tokens to create the goals. 2) people can pass on a goal in Deep Sea if there are fewer goals than players, while Quest does not. Otherwise, the game play is the same. Personally, I prefer Deep Sea for my group, though different groups vary. Best of success on your missions!
@@gordonlugauer1096 thanks! I've had this game for 2 years now and have never played it because whenever I read the rules, I end up with more questions. I THINK I finally got it, but too tired to try it out right now. Wish me luck!
Great question! Technically, the rules call for completing each mission in its entirety. I assume this is because many of the tasks are contingent on all of the cards that the player ended with after all tricks have been played, such as "I will win with no green cards." For newer players, it's good practice to play through the entire mission to ensure that your end results are accurate - especially once you start to have three or more tasks in a single mission. More experienced players of trick-taking games and The Crew will get to the point when they can identify that all of the green cards have been played and can thus end the "I will win no green cards" mission early. In fact, if you check out our playthrough for missions 1-3, you'll see that we ended all three missions early once we were certain of their result: ruclips.net/video/1pX_WqPlifU/видео.html Hope this helps - Thanks for watching!
Great question! The rules technically call for completing the mission in its entirety, presumably because many of the tasks are contingent on all of the cards that the player ended with after all tricks have been played, such as "I will win with no green cards." For newer players, we suggest playing through the entire mission to ensure that your end results are accurate - especially once you start to have three or more tasks in a single mission. More experienced trick-taking game players will likely be able to identify when a mission is locked in and make the call to stop early. In fact, if you check out our playthrough for missions 1-3, you'll see that we ended all three missions early once we were certain of their result: ruclips.net/video/1pX_WqPlifU/видео.html Thanks for asking!
From the rulebook : "Once all the tasks have been completed for that mission, you have successfully completed the mission". In this case, the first mission was over the moment 1 yellow was taken by the right player.
@@Lorvina1 I stand corrected! The rules do indeed call for stopping a mission early if all tasks' conditions have been met and can no longer fail. Thanks for the catch on this!
so if the mission task is say 3, is it possible to have to do a 1, 1 and another 1 if that was the order in the deck? or do you wait to see a 3, you showed an example of a starting 5 where you have to combine cards, could that have been 1,1,1,1,1 as an extreme example?
Certainly, if you have a goal like "I will not take the first trick" as the only goal, and that person doesn't take the first trick, you have won the mission and can shuffle up for the next missing. That said, I do find that newer and younger players - particularly those who are new to trick-taking games - can be uncomfortable with this. I've learned to just keep playing out those hands. They benefit from the no-stakes trick-taking practice, and they'll get their confidence up to say "we won, let's do the next one" soon enough. In my experience, a little patience helps new players develop a ton.
What happens if there is a 3 player game and 5 task cards? I assume everyone gets one but where does the remaining 2 go? The last crew member or the captain? Or do they get chosen 1 by 1 again starting captain?
Hey Josh! Yep, in the case that you have more tasks than players, the Captain would start by selecting one and then we continue selecting one in a clockwise order until all of the tasks are distributed - so in your example, the Captain and the player to their left would both end up with 2 tasks, and the last player in order would have only 1. The option to pass on taking a task is only allowed on missions when there are fewer tasks than players. I'll post the relevant passage from the rulebook below. Hope this helps! -Andy "Your captain is always the one who starts by selecting a task from the middle of the table and placing it face up in front of himself or herself. Then, proceeding in a clockwise direction, the other crew members each select a task card of their choice until all the tasks have been distributed. So each one of you can get more than one task and not everyone will necessarily have the same number of them."
Great question! The card passing must happen immediately after the tasks are distributed, and before anyone communicates or starts the first trick. Here are a few of the relevant passages from the rules: "At the start of each mission, after all the playing cards and task cards have been assigned but before any crew member has communicated anything, you can send a distress signal to the research vessel." "The distress signal token remains active until you have completed the current mission. Regardless of how many attempts you need, at the start of each attempt you are allowed to pass a card to the crew member to your immediate left or right." "Either all of the crew members must pass on a card, or none of them may. All must pass in the same direction"
I tried really hard to understand the fun in this game and its predecessor, watching multiple how-tos and playthroughs, most trick taking games just dont look fun AT ALL to me.
Aha, that is absolutely fair. They're analytical and largely center around card counting and making the "right" next move. Plus, there's definitely a learning curve for anyone who wants to get into trick taking games, and I think many folks start by playing with others who already know the concepts, which often means losing a bunch of games when you're starting out-none of which sounds particularly fun to me on paper either! I think the fun is all hidden in the ability to start predicting the flow of a round and which cards your fellow players might have in their hands, and I've always especially enjoyed two-vs-two trick taking games, where you have a teammate who you can work with and usually communicate with in a limited capacity. The cooperative aspect of The Crew builds on that teamwork element and adds a level of a collective group spidey-sense. And the slowly escalating missions take care of that learning curve, because the early missions are simple enough for newcomers to take on. Phew, long response to your comment, but TLDR, I think it's awesome you've been trying to find the fun in the genre, but fun is totally subjective and it could also be that trick taking games just aren't your jam! Cheers, -Andy
@@BoardGameBarrister Thanks for the response. One game that looks really interesting to me is Brian Boru: High King of Scottland. Because you get a reward if you lose too. If you win with a super high card, your reward is low, if you win with a low card your reward is high, and the same with losses, if you lose with a high card, you get a high reward and if you lose with a very low card your reward is also low. so you have to constantly decide which battles you want to win and which you want to lose. Fascinating game. Cheers
As someone completely unfamiliar with trick taking games, this was extremely helpful. Thanks!
So glad to hear it! Welcome to the world of trick-taking games, and thank you for watching!
If you grew up in the north playing Euchre this game is easy to understand
Haha yep! It's always amazing when we're talking about this game and ask local Wisconsin folks if they've played trick-taking games before, and they have no idea what we're talking about until we say, "like Hearts, Spades, Sheepshead, Euchre..." and their eyes light up. "Oh yeah of course!" 😄
Or 500, in Australia
@@motameus1 Ahh we played a LOT of 500 in college/university. Great game! 🧡
great video thanks !! One question though: why would you continue to play the mission once all tasks have been completed?
Hey Mr. Zonk. That is a fantastic question.
The rules call for completing the mission in its entirety. I assume this is because many of the tasks are contingent on all of the cards that the player ended with after all tricks have been played, such as "I will win with no green cards," or "I will end with more pink than blue cards." For newer players, it's good practice to play through the entire mission to ensure that your end results are accurate - especially once you start to have three or more tasks in a single mission.
More experienced players of trick-taking games and The Crew will get to the point when they can identify that all of the green cards have been played and can thus end the "I will win no green cards" mission early. In fact, if you check out our playthrough for missions 1-3, you'll see that we ended all three missions early once we were certain of their result: ruclips.net/video/1pX_WqPlifU/видео.html
Thanks for asking, and for the comment!
Looks like an easy learn if you've already played trick taking games like 500. Thanks!
This is a great format for how to play videos. Really easy to follow along. For a game that seems simple when you get it, the rule book and other how to videos make it sound way too complicated.
That's so great to hear, we really appreciate it! (And yes, we felt the same way about such a little game having so much hidden complexity 😁 )
This was a great guide, you presented how the game is played quite clearly! Can't wait to get my hands on my own copy of the game and try it out!
Hi Gojko! Thanks for watching, and for the kind words - it's great to hear the video was helpful!!
Excellent tutorial. Clear and concise. Thank you!
Thanks for watching, Jason!!
Great tutorial!! Thank you for sharing this video.
Thank you! We're so glad you found it useful!
Thank you for a great review! Really clear and great pacing. Tips to make your videos even greater: better mic and maybe better lightning.
Thanks for the kind words! We totally agree with your tips - actually, right after uploading this video, we upgraded our mic and switched to really nice woodgrain tables so that our white balance doesn't struggle so much. The next play-along tutorial (for Stella: Dixit Universe) will publish this week with those new adjustments. Cheers!
@@BoardGameBarrister Nice dedication! Do you use automatic white balance? That can mess your shots because it constantly checks the white balance.
Looking forward the next video!
Great tutorial 👌
Thanks for watching, Billy!
This is be the benchmark for board game tutorial
Well that's so kind of you to say, and we're so glad you found it useful! 🧡
Thanks for watching!
Doh! Been having such a hard time w the crew and this so far seemed like the clearest explanation of rules until I realized that is the deep sea mission and not the original which I have! 😂
The two versions are very similar. There are two main differences. 1) the goals in Deep Sea have everything on the goal card, while Quest for Planet Nine uses a combination of cards and tokens to create the goals. 2) people can pass on a goal in Deep Sea if there are fewer goals than players, while Quest does not. Otherwise, the game play is the same. Personally, I prefer Deep Sea for my group, though different groups vary. Best of success on your missions!
@@gordonlugauer1096 thanks! I've had this game for 2 years now and have never played it because whenever I read the rules, I end up with more questions. I THINK I finally got it, but too tired to try it out right now. Wish me luck!
Really good. Pleaser keep this up.
Thank you for watching!
When someone completes the last task in a mission, do you really need to keep playing the remaining cards in your hand?
Great question! Technically, the rules call for completing each mission in its entirety. I assume this is because many of the tasks are contingent on all of the cards that the player ended with after all tricks have been played, such as "I will win with no green cards." For newer players, it's good practice to play through the entire mission to ensure that your end results are accurate - especially once you start to have three or more tasks in a single mission.
More experienced players of trick-taking games and The Crew will get to the point when they can identify that all of the green cards have been played and can thus end the "I will win no green cards" mission early. In fact, if you check out our playthrough for missions 1-3, you'll see that we ended all three missions early once we were certain of their result: ruclips.net/video/1pX_WqPlifU/видео.html
Hope this helps - Thanks for watching!
What's the point of continuing a round if all tasks have been completed already?
Great question! The rules technically call for completing the mission in its entirety, presumably because many of the tasks are contingent on all of the cards that the player ended with after all tricks have been played, such as "I will win with no green cards." For newer players, we suggest playing through the entire mission to ensure that your end results are accurate - especially once you start to have three or more tasks in a single mission.
More experienced trick-taking game players will likely be able to identify when a mission is locked in and make the call to stop early. In fact, if you check out our playthrough for missions 1-3, you'll see that we ended all three missions early once we were certain of their result: ruclips.net/video/1pX_WqPlifU/видео.html
Thanks for asking!
From the rulebook : "Once all the tasks have been completed for that mission, you have successfully completed the mission". In this case, the first mission was over the moment 1 yellow was taken by the right player.
@@Lorvina1 I stand corrected! The rules do indeed call for stopping a mission early if all tasks' conditions have been met and can no longer fail. Thanks for the catch on this!
so if the mission task is say 3, is it possible to have to do a 1, 1 and another 1 if that was the order in the deck? or do you wait to see a 3, you showed an example of a starting 5 where you have to combine cards, could that have been 1,1,1,1,1 as an extreme example?
Correct. If the mission task is 3, the total value of the missions would equal 3.
Is there a point to continue playing the mission out if there’s only one mission card and you’re sure you won it?
Certainly, if you have a goal like "I will not take the first trick" as the only goal, and that person doesn't take the first trick, you have won the mission and can shuffle up for the next missing. That said, I do find that newer and younger players - particularly those who are new to trick-taking games - can be uncomfortable with this. I've learned to just keep playing out those hands. They benefit from the no-stakes trick-taking practice, and they'll get their confidence up to say "we won, let's do the next one" soon enough. In my experience, a little patience helps new players develop a ton.
What happens if there is a 3 player game and 5 task cards? I assume everyone gets one but where does the remaining 2 go? The last crew member or the captain? Or do they get chosen 1 by 1 again starting captain?
Hey Josh!
Yep, in the case that you have more tasks than players, the Captain would start by selecting one and then we continue selecting one in a clockwise order until all of the tasks are distributed - so in your example, the Captain and the player to their left would both end up with 2 tasks, and the last player in order would have only 1. The option to pass on taking a task is only allowed on missions when there are fewer tasks than players. I'll post the relevant passage from the rulebook below. Hope this helps!
-Andy
"Your captain is always the one who starts by selecting a
task from the middle of the table and placing it face up in
front of himself or herself. Then, proceeding in a clockwise
direction, the other crew members each select a task card of
their choice until all the tasks have been distributed. So each
one of you can get more than one task and not everyone will
necessarily have the same number of them."
If distress token is active and the mission is already started, we can still have a chance to pass a card? or only in the first?
Great question! The card passing must happen immediately after the tasks are distributed, and before anyone communicates or starts the first trick. Here are a few of the relevant passages from the rules:
"At the start of each mission, after all the playing cards and task cards have been assigned but before any crew member has communicated anything, you can send a distress signal to the research vessel."
"The distress signal token remains active until you have completed the current mission. Regardless of how many attempts you need, at the start of each attempt you are allowed to pass a card to the crew member to your immediate left or right."
"Either all of the crew members must pass on a card, or none of them may. All must pass in the same direction"
Great video, and instant sub from me!!
Thanks Kristian!! Welcome aboard!
I tried really hard to understand the fun in this game and its predecessor, watching multiple how-tos and playthroughs, most trick taking games just dont look fun AT ALL to me.
Aha, that is absolutely fair. They're analytical and largely center around card counting and making the "right" next move. Plus, there's definitely a learning curve for anyone who wants to get into trick taking games, and I think many folks start by playing with others who already know the concepts, which often means losing a bunch of games when you're starting out-none of which sounds particularly fun to me on paper either!
I think the fun is all hidden in the ability to start predicting the flow of a round and which cards your fellow players might have in their hands, and I've always especially enjoyed two-vs-two trick taking games, where you have a teammate who you can work with and usually communicate with in a limited capacity.
The cooperative aspect of The Crew builds on that teamwork element and adds a level of a collective group spidey-sense. And the slowly escalating missions take care of that learning curve, because the early missions are simple enough for newcomers to take on.
Phew, long response to your comment, but TLDR, I think it's awesome you've been trying to find the fun in the genre, but fun is totally subjective and it could also be that trick taking games just aren't your jam!
Cheers,
-Andy
@@BoardGameBarrister Thanks for the response. One game that looks really interesting to me is Brian Boru: High King of Scottland. Because you get a reward if you lose too. If you win with a super high card, your reward is low, if you win with a low card your reward is high, and the same with losses, if you lose with a high card, you get a high reward and if you lose with a very low card your reward is also low. so you have to constantly decide which battles you want to win and which you want to lose. Fascinating game. Cheers
anyone else annoyed with the music?