The Crew: Mission Deep Sea

The Crew: Mission Deep Sea

The Crew: Mission Deep Sea plunges players into a cooperative card game unlike any other. As members of a deep-sea expedition, you and your fellow crew are on a quest to locate the lost continent of Mu—but your success depends on precision, teamwork, and a shared sense of timing. Each mission presents a new puzzle made up of unique tasks: perhaps one player must win a specific card, while another must avoid it entirely. The trick? You’ll have to complete these challenges through standard trick-taking rules—like in traditional card games—but with extremely limited communication. Each round becomes a tightrope walk of strategic cardplay and silent coordination. Building on the acclaimed system of The Crew: The Quest for Planet Nine, this sequel introduces a more dynamic mission system with variable difficulty levels, a fresh deck of task cards, and improved scalability for different player counts. Whether you’re playing as a duo or a full five-person team, every game unfolds as a tightly wound tactical dance through the depths. With 32 increasingly challenging missions and countless combinations of tasks, The Crew: Mission Deep Sea offers a replayable and rewarding dive into the unknown—perfect for those who love trick-taking games with a twist of cooperation and pressure.

2–5 players20 minRating 8.0#Mythology#Nautical#Trick-taking

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Overall progress against the default board0/34 · 0%
34 achievements
  • Draw tasks totalling difficulty 1 (same for 3/4/5 players). Captain Meg Diver runs her newly assembled crew of specialists through their first training drills aboard the research ship.

    0 unlocked

  • Draw tasks totalling difficulty 2 (same for 3/4/5 players). The crew makes a first dive to learn where some mysterious stone tablets, hauled up by a fishing boat, came from.

    0 unlocked

  • Draw tasks totalling difficulty 3 (same for 3/4/5 players). Before moving down to a seafloor habitat, the crew goes over its air, power and heating systems.

    0 unlocked

  • Draw tasks totalling difficulty 4 (same for 3/4/5 players). The captain pilots the submarine on the crew's first descent to the habitat.

    0 unlocked

  • Draw tasks totalling difficulty 5 (same for 3/4/5 players). The crew tours the five sections of their new undersea home to check that everything works.

    0 unlocked

  • Draw tasks totalling difficulty 5 (same for 3/4/5 players). Decide together, without revealing hands, which one crew member takes all tasks. A near-accident while docking reminds the captain she is responsible for everyone.

    0 unlocked

  • Draw tasks totalling difficulty 6 (same for 3/4/5 players). Getting used to heavy diving suits, the crew explores around the habitat, tests equipment and maps the area.

    0 unlocked

  • No task cards. At no point may any crew member have won two or more 9s than any other crew member. Someone has been raiding the chocolate supply, so the captain gives a lesson on sharing.

    0 unlocked

  • Draw tasks totalling difficulty 7 (same for 3/4/5 players). Currents: when communicating, the card is shown but the sonar token may not be placed on it. The crew explores an old shipwreck near the habitat while strong currents disrupt communication.

    0 unlocked

  • Draw tasks totalling difficulty 4 (same for 3/4/5 players). The captain takes all tasks or hands them all to one willing crew member; if handed over, all communication must happen before the first trick. The crew hurries to study a valuable find from the wreck.

    0 unlocked

  • Draw tasks totalling difficulty 8 (same for 3/4/5 players). Rapture of the deep: only (players − 2) sonar tokens go in the middle, usable by anyone. Uneasy about the sponsor's secrecy, the captain calls a crew-only meeting over a secure channel.

    0 unlocked

  • No task cards. No trick may be led with a pink card or a submarine card. The crew examines the fragile tablet very carefully so as not to damage it.

    0 unlocked

  • Draw tasks totalling difficulty 5 (same for 3/4/5 players). The captain takes all tasks or hands them all to one willing crew member; if handed over, all communication must happen before the first trick. The captain draws up a plan to gather data on the surrounding area.

    0 unlocked

  • Real-time

    Real time, 3:30, difficulty 6. The captain asks each player once, clockwise (only yes/no allowed); the one volunteer takes all tasks. Without the timer, the currents rule applies instead. A scheduled emergency drill comes at an inconvenient moment.

    0 unlocked

  • Real-time

    Real time, 3:00, difficulty 6. The captain asks each player once, clockwise (only yes/no allowed); the one volunteer takes all tasks. Without the timer, the rapture-of-the-deep rule applies instead. An outside operation goes wrong and a stranded crew member must be brought back fast.

    0 unlocked

  • Real-time

    Real time, 2:30, difficulty 6. The captain asks each player once, clockwise (only yes/no allowed); the one volunteer takes all tasks. Without the timer, no communication is allowed instead. An injured crew member needs treatment while the infirmary springs a leak.

    0 unlocked

  • Draw tasks totalling difficulty 9 (same for 3/4/5 players). Free task selection: discuss the task split freely without revealing hands. With things calm again, the crew becomes absorbed in remarkable sculptures found in the wreck.

    0 unlocked

  • Draw tasks totalling difficulty 9 (same for 3/4/5 players). The crew gets the expedition submarine running again and heads for a location not far from the habitat.

    0 unlocked

  • Draw tasks totalling difficulty 9 (same for 3/4/5 players). As their first pick, the captain must take the displayed task with the highest difficulty. A huge cave network appears, and its narrow passages must be explored in one-person mini-subs.

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  • Draw tasks totalling difficulty 10 (same for 3/4/5 players). Unfamiliar terrain: draw a random color card to set communication: 1–3 normal, 4–6 no token on the card, 7–9 shared tokens = players − 2. The crew threads through a maze of branching cave passages without getting lost.

    0 unlocked

  • No task cards. Unfamiliar terrain (a random color card sets the communication rule). At no point may any crew member have won two or more 1s than any other crew member. The crew pushes on deeper into the caves.

    0 unlocked

  • Draw tasks totalling difficulty 11 (same for 3/4/5 players). Unfamiliar terrain (a random color card sets the communication rule). While the crew works through the caves, analysis results arrive from the habitat computer.

    0 unlocked

  • No task cards. Unfamiliar terrain (a random color card sets the communication rule). Whoever wins the first trick must at all times have won more tricks than every other crew member; no communication until just before the second trick. The crew goes single file through a dangerously narrow stretch.

    0 unlocked

  • Draw tasks totalling difficulty 12 (same for 3/4/5 players). Unfamiliar terrain (a random color card sets the communication rule). Hungry, the crew returns to the habitat for a meal of astronaut-style rations.

    0 unlocked

  • Draw tasks totalling difficulty 12 (same for 3/4/5 players). Unfamiliar terrain (a random color card sets the communication rule). The captain is skipped during task selection and gets no tasks. The crew heads back into the pitch-black labyrinth.

    0 unlocked

  • Real-time

    Real time, 5:00, difficulty 10. Unfamiliar terrain (a random color card sets the communication rule). The captain asks clockwise until two players say yes; the two split the tasks freely, at least one each. Without the timer, difficulty rises to 12. The crew must flee a sudden threat in the tunnels.

    0 unlocked

  • No task cards. Unfamiliar terrain (a random color card sets the communication rule). The yellow 5 must be the last card played in the final trick (in a 3-player game it cannot be left unplayed). Glowing, unknown life seems to light a path through the tunnel.

    0 unlocked

  • Draw tasks totalling difficulty 14 (same for 3/4/5 players). Free task selection: discuss the task split freely without revealing hands. Leaving the cave behind, the crew begins exploring an unexpected new place.

    0 unlocked

  • Draw tasks totalling difficulty 15 (same for 3/4/5 players). Free task selection: discuss the task split freely without revealing hands. As exploration continues, the crew mulls over new information about what the expedition is really after.

    0 unlocked

  • Draw tasks totalling difficulty 16 (same for 3/4/5 players). Free task selection: discuss the task split freely without revealing hands. Surrounded by unknown plants and animals, the crew moves further in, staying on guard.

    0 unlocked

  • Draw tasks totalling difficulty 17 (same for 3/4/5 players). Free task selection: discuss the task split freely without revealing hands. As their sense of time blurs and unease grows, the crew feels they must get out.

    0 unlocked

  • No difficulty draw; use these four task cards: win 0 tricks; win exactly 3 tricks, in a row; win 2 tricks in a row; win the first and last trick. Select them clockwise as usual. On the final trek back toward the caves, there is no room for a single mistake.

    0 unlocked

  • PromoCaptain for the Day

    The first mission on the promo postcard, played between missions 16 and 17.

    0 unlocked

  • PromoCaptain for the Day

    The second mission on the promo postcard, played between missions 16 and 17.

    0 unlocked

10 achievements
  • Challenge

    Complete every mission from 1 to 32.

    0 unlocked

  • Challenge

    Complete all 32 missions without ever circling a distress signal space in the logbook. The rulebook says every mission can be done without one.

    0 unlocked

  • Challenge

    Complete all 32 missions with the attempts recorded in the logbook (distress signal +1 included) totalling 100 or fewer.

    0 unlocked

  • Players

    Complete all 32 missions with the two-player rules and the virtual third crew member.

    0 unlocked

  • Players

    Complete all 32 missions with a crew of five.

    0 unlocked

  • Players

    Complete a mission with two, three, four and five crew members.

    0 unlocked

  • Real-time

    Complete real-time missions 14, 15, 16 and 26, each with the timer running.

    0 unlocked

  • Challenge

    Complete a mission numbered 20 or higher without anyone communicating with a sonar token.

    0 unlocked

  • Challenge

    Complete mission 32 on the first attempt.

    0 unlocked

  • Challenge

    Complete five consecutive logbook missions, each on the first attempt.

    0 unlocked

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