
2019 · Card Game
The Crew: The Quest for Planet Nine
Players work together as a crew of astronauts on a series of space missions, following a campaign of 50 increasingly difficult scenarios (with additional extra missions available). Each round plays as a cooperative trick-taking puzzle: players hold hidden cards, bid on task roles, and must win specific tricks in the right order to satisfy individual objectives. Communication is limited, so teammates must infer intentions from play rather than free discussion. A mission succeeds only if every player completes their assigned tasks; the game can be paused between missions and resumed later.
- Players
- 2–5 best 4
- Playing time
- 20 min
- Age
- 10+
- Complexity
- 2 / 5
About the game
- Design
- Publisher
Expansions
See them in LudoyaPhotos from Ludoya tables
All photos in LudoyaWhere to buy it
Shop prices and second-hand copies, checked every day.
On Ludoya's tables
Full stats in Ludoya- 5,417
- Plays logged
- 1,390
- Players
- 14m 35s
- Average play
- 596
- In collections
- 21
- On wishlists
7.4/10
from 218 Ludoya reviews
Vic Granell8.0 How to take a classic card game mechanism and turn it into something cool while making a campaign out of it!
No entiendo tanta fama que tiene. Un juego de bazas molon cooperativo..sin mas.
Mestremuten7.0 Rating: 3/5 Production value: 3/4 Is the game in my collection/Love to have?: 1/1
Rules questions
Answered from the rulebook by Ludoya's rules assistant.
If a crew member is "sick" in a mission, can they still win tricks?
No — the sick crew member may not win a single trick (training/mission rule). See page 3.
When are we allowed to use the communication (radio) action?
Follow the mission text: some missions allow communication immediately, others forbid it until a specific trick (e.g. “only allowed to communicate starting with the 2nd trick” — page 5; “may not communicate until the start of the 3rd trick” — page 6 / page 8–9).
A mission says “No tricks with 9-value cards” — does that mean I can play 9s but not win tricks with them?
Yes — you may play 9-value cards, but you are not allowed to win any trick with a 9 (missions 16–17 explicitly state you cannot win a trick with a 9). See page 5.
Some missions require "1 trick with each Rocket" or similar — what exactly must we do?
You must arrange play so that the specified Rocket cards actually win tricks (for example, some missions require one trick to be won with each Rocket card — page 5; others require the Rocket cards to win in a specific order, e.g. 1 then 2 then 3 then 4 — page 10).
One mission says “immediately after the 1st trick, each of you must draw a random card from the crew member to your right” — when and how does that happen?
Right after the first trick is completed, every player draws one random card from the player on their right, then play continues normally (that exact procedure is written into the mission text). See page 4.
When a mission tells someone to repair or take a task, who chooses the person?
If the mission text says the Commander decides or distributes orders, the Commander assigns the person (multiple missions specify the Commander determines who repairs or who receives orders — see pages 4 and 6–7).
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Game facts (players, playing time, age, credits) from BoardGameGeek.














