The Crew: The Quest for Planet Nine

The Crew: The Quest for Planet Nine

In the co-operative trick-taking game The Crew: The Quest for Planet Nine, the players set out as astronauts on an uncertain space adventure. What are the rumors regarding the unknown planet about? The eventful journey through space extends over 50 exciting missions. But this game can only be defeated by meeting common individual tasks of each player. In order to meet the varied challenges communication is essential in the team. But this is more difficult than expected in space. With each mission the game becomes more difficult. After each mission the game can be paused and continued later. During each mission it is not the number of tricks but the right tricks at the right time that count. The team completes a mission only if every single player is successful in fulfilling their tasks. The game comes with 50 missions, with three additional missions published in spielbox 2/2020.

2–5 players20 minRating 7.7#Space Exploration#Trick-taking#Science Fiction

Expansions2

Pick one to narrow the boards below to it — an expansion has no page of its own.

Check things off right away, no account needed. Your records stay in this browser.

Overall progress against the default board0/56 · 0%
56 achievements
  • 1 task card. The newly selected recruits start their first training phase: team building.

    Wood · 100%1 unlocked

  • 2 task cards. Having proven their rapport, the team moves on to control and zero-gravity training.

    Wood · 100%1 unlocked

  • 2 task cards with task tokens 1 and 2. A logic-heavy course on power supply and emergency priorities.

    Wood · 100%1 unlocked

  • 3 task cards. Final checks on communicators and suit systems before launch.

    Wood · 100%1 unlocked

  • No task cards. After looking at their hands, everyone answers the commander only 'good' or 'bad'; the commander names the sick crew member, who must win no tricks. Someone falls ill just before launch.

    Wood · 100%1 unlocked

  • 3 task cards with task tokens > and >>. Dead spot (communicate without placing the radio token). The last training phase prepares you for restricted communication.

    Wood · 100%1 unlocked

  • 3 task cards with task token Ω. Lift-off: the crew roars away from Earth.

    Wood · 100%1 unlocked

  • 3 task cards with task tokens 1, 2 and 3. Reaching lunar orbit, the crew savours weightlessness.

    Wood · 100%1 unlocked

  • No task cards. A 1-value card must win a trick. A tiny metal fragment must be carefully removed from the drive electronics.

    Wood · 100%1 unlocked

  • 4 task cards. Leaving the Moon behind, the crew fires the engines for the voyage ahead.

    Wood · 100%1 unlocked

  • 4 task cards with task token 1. The commander names another crew member who may not communicate at all this mission. A meteor field forces a course recalculation.

    Wood · 100%1 unlocked

  • 4 task cards with task token Ω. Right after the 1st trick, everyone draws a random card from the crew member to their right. Passing the meteors, the paperwork gets scrambled.

    Wood · 100%1 unlocked

  • No task cards. Each of the four rocket cards must win a trick. After a debris hit, every thruster gets a test burn.

    Wood · 100%1 unlocked

  • 4 task cards with task tokens >, >> and >>>. Dead spot (communicate without placing the radio token). Passing Mars, the crew photographs Olympus Mons and its moons.

    Wood · 100%1 unlocked

  • 4 task cards with task tokens 1, 2, 3 and 4. A meteorite strike leaves four modules to seal off and repair.

    Wood · 100%1 unlocked

  • No task cards. No trick may be won with a 9-value card. The collision knocked out the 9th control module that runs suit life support.

    Wood · 100%1 unlocked

  • 2 task cards. Still no trick may be won with a 9. The module repair drags on while course and reports to Earth need attention.

    Wood · 100%1 unlocked

  • 5 task cards. Communication disrupted until trick 2. Heading for Jupiter, the comms module fails inside a dust cloud.

    Wood · 100%1 unlocked

  • 5 task cards with task token 1. Communication disrupted until trick 3. The deeper into the dust cloud, the worse the comms get.

    Gold · 0%0 unlocked

  • Commander's decision: after yes/no answers, the commander assigns all 2 task cards to one other crew member. Two damaged radar sensors turn up in front of Jupiter.

    Gold · 0%0 unlocked

  • 5 task cards with task tokens 1 and 2. Dead spot (communicate without placing the radio token). Precise work is needed to escape Jupiter's pull.

    Gold · 0%0 unlocked

  • 5 task cards with task tokens >, >>, >>> and >>>>. A sudden deep freeze forces power to be rerouted module by module.

    Gold · 0%0 unlocked

  • 5 task cards with task tokens 1-5. Before choosing tasks, you may swap the positions of two task tokens. Clear of the cold, standby modules come back online.

    Gold · 0%0 unlocked

  • 6 task cards. Commander's distribution (tasks revealed one by one; no one may end with 2+ more tasks than another). The commander draws up a plan to restore order.

    Gold · 0%0 unlocked

  • 6 task cards with task tokens > and >>. Dead spot (communicate without placing the radio token). 5-player extra rule applies. Admiring Saturn's rings, the crew sinks into onboard analysis.

    Gold · 0%0 unlocked

  • No task cards. Two 1-value cards must each win a trick. Two ring rocks are lodged in the hull and must be removed gently.

    Gold · 0%0 unlocked

  • Commander's decision: after yes/no answers, the commander assigns all 3 task cards to one other crew member. 5-player extra rule applies. The hull breach damaged the flux compensator, and someone must fix it.

    Gold · 0%0 unlocked

  • 6 task cards with task tokens 1 and Ω. Communication disrupted until trick 3. 5-player extra rule applies. Heavy cosmic radiation delays or swallows radio messages.

    Gold · 0%0 unlocked

  • No task cards. At no time may a crew member have won 2 tricks more than another. Dead spot (communicate without placing the radio token). Repairing the comms module takes tightly coordinated calibration.

    Gold · 0%0 unlocked

  • 6 task cards with task tokens >, >> and >>>. Communication disrupted until trick 2. 5-player extra rule applies. Approaching Uranus, the crew tackles the remaining damage.

    Gold · 0%0 unlocked

  • 6 task cards with task tokens 1, 2 and 3. 5-player extra rule applies. At Earth's request, the crew gathers data on three of Uranus's moons.

    Gold · 0%0 unlocked

  • 7 task cards. Commander's distribution (tasks revealed one by one; no one may end with 2+ more tasks than another). 5-player extra rule applies. To avoid friction after so long together, everyone buries themselves in work.

    Gold · 0%0 unlocked

  • No task cards. After yes/no answers, the commander picks a crew member who must win exactly 1 trick, not with a rocket card. A broken hatch calls for a spacewalk.

    Gold · 0%0 unlocked

  • No task cards. At no time may a crew member have won 2 tricks more than another. The commander must win the first and last trick. Near Neptune the ship shakes and the stabilizers need manning.

    Gold · 0%0 unlocked

  • 7 task cards with task tokens >, >> and >>>. 5-player extra rule applies. A probe orbiting Neptune needs its damaged sensors found and fixed.

    Gold · 0%0 unlocked

  • 7 task cards with task tokens 1 and 2. Commander's distribution (tasks revealed one by one; no one may end with 2+ more tasks than another). 5-player extra rule applies. A rare calm moment to talk and unwind together.

    Gold · 0%0 unlocked

  • Commander's decision: after yes/no answers, the commander assigns all 4 task cards to one other crew member. 5-player extra rule applies. Passing Pluto, once the ninth planet, someone must hold the course.

    Gold · 0%0 unlocked

  • 8 task cards. Communication disrupted until trick 3. 5-player extra rule applies. At the heliopause, the edge of the solar system, the instruments jump.

    Gold · 0%0 unlocked

  • 8 task cards with task tokens >, >> and >>>. Dead spot (communicate without placing the radio token). 5-player extra rule applies. Something enormous is strong enough to cut the radio signal.

    Gold · 0%0 unlocked

  • 8 task cards with task tokens 1, 2 and 3. Before choosing tasks, you may move one task token to a task card without a token. 5-player extra rule applies. The crew studies the mysterious object up close.

    Gold · 0%0 unlocked

  • No task cards. After yes/no answers, the commander picks one person who must win only the first and last trick, neither with a rocket card. One crew member must coordinate a delicate manoeuvre in unfamiliar conditions.

    Gold · 0%0 unlocked

  • 9 task cards. 5-player extra rule applies. An area that throws off every instrument draws the crew's attention.

    Gold · 0%0 unlocked

  • 9 task cards. Commander's distribution (tasks revealed one by one; no one may end with 2+ more tasks than another). 5-player extra rule applies. Venturing closer to the anomaly, the crew anchors itself down.

    Gold · 0%0 unlocked

  • No task cards. Each rocket card must win a trick, in order: 1, then 2, 3 and 4. The engines are primed for a daring jump.

    Gold · 0%0 unlocked

  • 9 task cards with task tokens >, >> and >>>. 5-player extra rule applies. A massive jolt leaves colours and shapes swirling around the crew.

    Gold · 0%0 unlocked

  • No task cards. Whoever holds the pink 9 declares it; the crew member to their left must win all the pink cards. All main modules shut down mid-journey.

    Gold · 0%0 unlocked

  • 10 task cards. 5-player extra rule applies. At the end of their rope, the crew counts down the last ten seconds.

    Gold · 0%0 unlocked

  • 3 task cards with task token Ω; the Ω task must be won in the last trick. 5-player extra rule applies. Sudden extreme heat: deploy the heat shields and get away from the source.

    Gold · 0%0 unlocked

  • 10 task cards with task tokens >, >> and >>>. 5-player extra rule applies. Coming to their senses, the crew checks all ten main modules.

    Gold · 0%0 unlocked

  • No task cards. One crew member must win only tricks 1-4, another only the last trick, and the rest all tricks in between. The commander asks preferences and the crew decides together, without revealing anything about their hands. The final leg allows no mistakes.

    Gold · 0%0 unlocked

  • PromoFlight to the ISS

    Gold · 0%0 unlocked

  • PromoFlight to the ISS

    Gold · 0%0 unlocked

  • PromoFlight to the ISS

    Gold · 0%0 unlocked

  • PromoThe Deimos Adventure

    Gold · 0%0 unlocked

  • PromoThe Deimos Adventure

    Gold · 0%0 unlocked

  • PromoThe Deimos Adventure

    Gold · 0%0 unlocked

10 achievements
  • Challenge

    Complete every mission from 1 to 50.

    0 unlocked

  • Challenge

    Complete all 50 missions without ever circling a distress signal field in the logbook. The rulebook says every mission can be done without one.

    0 unlocked

  • Challenge

    Complete all 50 missions with the attempts recorded in the logbook (distress signal +1 included) totalling 150 or fewer.

    0 unlocked

  • Players

    Complete all 50 missions with the two-player rules and the AI crew member run by the commander.

    0 unlocked

  • Players

    Complete all 50 missions with a crew of five. The rulebook promises eternal fame.

    0 unlocked

  • Players

    Complete all 50 missions with the rulebook's Challenge for Three variant (green cards and the 1 rocket removed).

    0 unlocked

  • Players

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

    0 unlocked

  • Challenge

    Complete a mission numbered 25 or higher without anyone using a communication token.

    0 unlocked

  • Challenge

    Complete mission 50 on the first attempt.

    0 unlocked

  • Design a mission from tasks and special rules as the rulebook suggests, then complete it.

    0 unlocked

Log in to create a new achievement board for this game.