The Crew: The Quest for Planet Nine
Cooperate through fifty space missions by winning the right tricks for the right crew members, using a tightly limited radio signal to coordinate hidden hands.
The Crew: The Quest for Planet Nine supports 2–5 players; community best: 4 players; playing time: 20 minutes. A WANGO browser trial has not been confirmed.
Background & introduction
The Crew: The Quest for Planet Nine sends a team of astronauts to explore the edge of the solar system. Players succeed or fail together; taking the most tricks is not an individual victory condition.
Each attempt starts with a fresh deal and the assignments specified by the mission log. A task represents an actual playing card: its owner must win a trick containing that card. The commander starts task selection and leads the first trick.
Players cannot freely discuss their hands. Restricted radio communication and changing mission conditions turn familiar trick-taking into a shared puzzle: create opportunities for teammates, retry failures with a new deal, and record the attempts needed to succeed.
Core rules & scoring
Setup uses forty cards: four color suits numbered 1–9 and four rockets. Deal as evenly as possible. The player with rocket 4 is commander; unless the mission says otherwise, players choose tasks one at a time clockwise from the commander until all are assigned. Communication waits until task selection is complete.
Play one card each clockwise, following the led suit if possible. A player holding the led color cannot instead play a rocket; a rocket lead must be followed with a rocket when possible. Without the led suit, play any card. The highest rocket wins, or otherwise the highest card of the led color. The commander leads first; each trick winner leads next.
A task succeeds when its owner wins a trick containing its matching playing card. One trick can complete several tasks if their ordering requirements allow it. Meeting all mission conditions wins; another player taking an assigned card, or breaking a special condition, loses the attempt. Shuffle, redeal and assign new tasks when retrying.
Normally each player communicates once per attempt, before a trick begins. Reveal one color card and mark it as the highest, only or lowest card of that suit in your hand; never communicate a rocket. It remains a playable hand card. Do not reposition the marker when the rest of your hand changes.
After dealing and assigning tasks, before anyone communicates, the team can activate the distress signal. Everyone passes one non-rocket card in the same agreed direction. The signal remains active until that mission is completed and adds one to its recorded number of attempts.
Numbered tokens specify a task’s position among completed tasks, not a trick number; consecutive numbered tasks can be completed in one trick. Arrow tokens impose relative order. Dead zones, disrupted communication and special commander assignments override normal procedures as specified by the mission and symbol rules.
With three players one person receives an extra card; the final leftover card is not played. With five players, applicable gold-bordered missions from mission 25 onward allow one task to be handed from one player to another after distribution and before the first trick; this is also permitted in missions 27 and 37. It adds no attempt penalty and does not let the team discard a task.
Rules & gameplay questions
May I tell the team that I have no cards of a color?
No. Do not state, show or hint at information about your hand. Normal hand communication uses the radio token, and some missions restrict even that. Ordinary conversation is not an extra communication channel.
Does taking two task cards in one trick always fail the mission?
No. Several tasks belonging to the trick winner can succeed together if the ordering conditions permit it; consecutive numbered tokens can be resolved in one trick. Taking a card assigned to a different crew member immediately fails the attempt.
How does the two-player version provide a third crew member?
JARVIS has seven face-down cards, each covered by a face-up card. Each human receives thirteen cards, with rocket 4 reserved for the human deal. The commander alone chooses JARVIS’s tasks and plays its exposed cards without discussion. Reveal a covered card only after the whole trick finishes.
Can I move a radio marker when the displayed card becomes my only card of that suit?
No. The marker records its highest, only or lowest status when shown and stays where it is. The card remains in your hand; when played, discard the reminder card and turn the radio token to its red side.
Can we turn off an activated distress signal on a retry to avoid the extra attempt?
No. It stays active until the current mission succeeds. Each attempt can use its permitted card pass, but skipping a pass does not deactivate it. Add one to the successful mission’s recorded attempt count; reset the signal for the next mission.
Rules & introduction sources
- Edition
- The Crew: The Quest for Planet Nine base system, official Thames & Kosmos English rulebook ©2019, file 691868-02-060320, printed/PDF pages 1–22. Main rules cover 3–5 players; the FAQ explains the pages 19–20 two-player JARVIS variant. Mission-specific conditions remain governed by this game’s logbook; Mission Deep Sea is excluded.
- Introduction source
- BoardGameGeek
WANGO editorial
| Parameter | Recorded value |
|---|---|
| BGG overall rank (snapshot) | #97 |
| Complexity Weight | 1.97 / 5 |
| Best player count (community) | 4 |
| Player range | 2–5 |
| Playing time (minutes) | 20 |
| Core mechanisms | Communication Limits · Cooperative Game · Deduction · Hand Management · Scenario / Mission / Campaign Game · Trick-taking |
| Chinese publication | Unconfirmed |
| WANGO browser play | No confirmed WANGO trial |
| Year published | 2019 |
| Suggested age | 10+ |
BGG statistics are stored snapshots, not live rankings. Source checked:2026-09-27
Player questions
What is the best player count for The Crew: The Quest for Planet Nine, and can I play online?
The Crew: The Quest for Planet Nine supports 2–5 players; community best: 4 players; playing time: 20 minutes. A WANGO browser trial has not been confirmed.
How complex is The Crew: The Quest for Planet Nine, and which mechanisms does it use?
Weight: 1.97 / 5. Mechanisms: Communication Limits · Cooperative Game · Deduction · Hand Management · Scenario / Mission / Campaign Game · Trick-taking. Chinese publication: Unconfirmed.
Where can I learn The Crew: The Quest for Planet Nine?
No rule guide, strategy article or WANGO trial has been confirmed for this record.