Ship, Captain, Crew: Destroyer
Players
2-7
Category
Ante Betting
Scorecard
Alternative names
Cap'n, Bos'n, Mate; Ship of Fools; Clickety Clack; 6-5-4
History
https://en.wikipedia.org/wiki/Ship,_captain,_and_crew
Video Tutorial
Instructions
Objective:
Ship, Captain, Crew is a a fun game of rolling and trying to achieve a specific combination as quickly as possible. The objective of Ship, Captain, Crew is to roll five dice to score points to achieve the highest score.
Materials:
- 5 dice.
- Remaining Gold Cup dice to act as betting material.
Setup:
- Sit in a circle, where each player has a stack of chips or remaining gold cup dice in front of them to act as betting currency.
- At the start of each round, every participating player contributes an ante, or bet to the pot.
Scoring:
- Players must roll the dice to achieve the required combinations in order: Ship (6), Captain (5), Crew (4), Cargo (two remaining dice).
- Points are scored as follows:
- Ship (6) is worth 6 points.
- Captain (5) is worth 5 points.
- Crew (4) is worth 4 points.
- Two dice (2) are worth the point value on the dice.
Rolling Dice:
- During the round, every player has three rolls to achieve ship, captain, crew.
First came a Ship, then the Captain, then the Crew, then the Cargo:
- Players must complete the combinations in order, meaning they must roll a Ship (6), then Captain (5), then Crew (4), and finally, Two dice (2). A player cannot keep a 5 or 4 before they roll a 6.
Continuing to Roll:
- If a player rolls the required number, they set that di aside and continue rolling the remaining dice to complete the next combination until they achieve 6, 5, 4, or run out of their three rolls.
- If a player rolls a 6 and a 5 and a 4 on the same roll, it is counted as rolling ship, captain, crew. They may choose to use the remaining rolls to get higher scoring cargo (two remaining dice). This also works if a player rolls 5, and 4 on the second roll after previously rolling a 6.
- Once a player rolls 6, 5, 4, they may re roll their cargo to get higher scoring points.
Failing to Achieve a Combination:
- If a player fails to roll a required number, they score zero points for that round.
Winning the Round:
- The round continues until all players have had a turn. Once all players have rolled, the player with the highest cargo score wins the round and all the bets.
Variations:
- Realtime mode: scrap the turn based gameplay, each player gets 5 dice, and rolls them as fast as possible to achieve Ship, Captain, Crew combinations in order. First one to roll all 6, 5, 4 dice wins the round
- You can play where if the cargo dice are a pair, there scores are doubled (e.g., two 3s are worth 12 points).
- If you would like to add a variation to these rules, leave an Amazon review with the variation in the review for it will be added to this section.