TableTopTakes: The Crew: Mission Deep Sea
I like tricking taking games and The Crew: The Quest for Planet Nine and now The Crew: Mission Deep Sea are two of the hottest trick taking games. Mainly because it is a cooperative trick taking game, which is different. That is also different in that you play through missions versus having a specific or standard way. But let’s learn how to play the game.
How To Play – The Crew: Mission Deep Sea
Like I have said a number of times at this point, this is a cooperative trick taking game and it is one with limited communication. The game is done over two parts really. Firstly, you go to the level that you are playing, and you deal out challenges. Then you play a trick taking game with getting the challenges completed.
With challenges, how many you need to do is determined by the level you are on. Now, it doesn’t go up as a 1 to 1 challenge level. So level 30 is not 30 points worth of challenges. But it balancing for that, making each level harder, by adding in other challenges as well or limiting communication even more. If you are picking from the deck of challenges you then divide them up with the first player choosing if they want or want to pass on them. Eventually all the challenges will be assigned.
Then, with limited to no communication you play out your hand of cards. The main challenge of the game is getting the challenges completed. It might be winning a trick with 22 or 23 points worth of cards. Or it could be winning the blue six and the green eight. Or not taking a trick with a five in it. There are also a number that are about winning specific tricks or not winning specific tricks like the first or the last. If you complete it, you move up a level.
What Doesn’t Work
I don’t have many knocks on the game. I think that one issue some people might have is restarting from the beginning. The rules might want you to restart, and while the challenges will be different, the game won’t be as exciting. Lower level challenges, after you’ve beat higher level ones, might seem too easy for a group. And jumping into a higher level with a new group might be too hard for them. But if you are fine starting again with new groups, it won’t be bad.
It also has that how much communication can you accidentally have for the game. Someone who wears their heart on their sleeve, you will know what they have. Granted, this is true for most trick taking games, but I think with a cooperative nature and less general table chit-chat happening, it might be more obvious. This will be an issue for some players, but most groups I doubt it will be. It, for me, is just part of the game.
What Worked
I like the challenges and how the system works. In the original version of the game, The Crew: The Quest for Planet Nine it is a set rule for each level as for what the challenges are. For The Crew: Mission Deep Sea the challenges are variable. You only need a certain number of points of challenges. So it might be six points, and that could come from two cards or six cards depending on how you pull it. That means, to the issue of it being less challenging early on, it will be variable.
It also changes it up in other ways. And I think that adds some of the challenge to it as well. There is one level where no one can have two more 9’s won at a time than anyone else. It is a cool twist on the game just because while that is fewer challenges than some levels it is harder. It also means that it doesn’t feel like you repeat yourself like I was talking about. So even within the game it provides different challenges.
Who Is It For?
I would say it’s for two groups. The first being fans of trick taking games. Even if you know games like Euchre or Hearts, this is going to feel different. The cooperative nature makes it very different. I also think that is a huge selling point. If I am very good at trick taking, I likely will beat you because I know trick taking theory and it’ll be less fun for you. Where as with The Crew: Mission Deep Sea, being cooperative means that we work together and it’s a teaching and learning tool for trick taking.
Finale Thoughts on The Crew: Mission Deep Sea
This is a very enjoyable game. I wonder how long it’ll stick around for me, but I suspect that it might stick around longer than some other games. Mainly because of the variability in it’s play. The tension, at least in the early missions isn’t always that high. Especially for something like “win the first two tricks” being your only challenge. Yes, you do need to pick someone who can do that, but generally someone can.
But as you get in further and the challenge level goes up and you get more challenges, it is a really fun game. I like my cooperative games, and this one works well. I think it’s one that could hit the table more because of that also. The cooperative nature really does make it better for teaching.
My Grade: B+
Gamer Grade: B
Casual Grade: B+
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