The Crew: Mission Deep Sea
Cooperate through restricted communication and trick-taking, assigning mission tasks so the right crew members win the required cards and tricks.
The Crew: Mission Deep Sea supports 2–5 players; community best: 4 players; playing time: 20 minutes. A WANGO browser trial has not been confirmed.
Background & introduction
The Crew: Mission Deep Sea is a standalone cooperative trick-taking game. The crew explores the ocean in search of the lost continent of Mu; everyone succeeds or fails together rather than competing to win the most tricks.
Players contribute one card each to a trick and must follow the led suit whenever possible. Submarines are trumps but do not override the obligation to follow suit. Decide when to win a trick and when to feed a crucial card into a teammate’s winning trick.
The 96 task cards have difficulty values that depend on crew size. The logbook sets each mission’s total difficulty and special conditions. Limited sonar communication makes selected hand information public, while changing deals and task combinations create new puzzles.
Core rules & scoring
Setup and captain: For 3–5 players, distribute the 40 playing cards as evenly as possible and give each player a sonar token and reminder card. With three players, one player has an extra card that remains unplayed after the final trick. The holder of submarine 4 is captain, chooses tasks first and leads the first trick.
Play and winning: Each player plays one card clockwise. Follow the led suit if possible, including when submarines are led. Only without that suit may you play another suit or a submarine. The highest submarine wins; otherwise the highest card of the led suit wins. The winner takes the whole trick and leads next; there is no obligation to beat another card or win.
Task selection: Draw tasks using the difficulty value for the current crew size of three, four or five, reaching the logbook total exactly and skipping cards that would exceed it. Starting with the captain, choose one task at a time clockwise until all are assigned. Passing is allowed only if there were initially fewer tasks than crew members, and all must still be assigned within one circuit. Mission exceptions take priority.
Communication: Normally each player communicates once per attempt, after tasks are assigned and before any card of a trick is played. Reveal a non-submarine card with the token at its top, middle or bottom to mean highest, only or lowest of that color. It remains part of your hand and the token cannot later move. An arbitrary middle card and additional hand disclosures are prohibited.
Success and failure: A task applies to its owner. It is complete only when its conditions are met and cannot subsequently fail; completing every task can end the mission early. If a task becomes impossible, fail and redeal the playing cards, retrying the same tasks or drawing new ones. Unavoidable impossible combinations use the stated replacement or redeal procedure; merely believing a deal is difficult does not justify a free redeal.
Mission exceptions: Logbook symbols may alter communication, task selection or impose a time limit; timed missions still use normal turn order. Ordinarily only the most recently won trick may be inspected again. Cards collected toward a task may temporarily be displayed beneath it as a reminder.
Distress signal: After task assignment but before any communication, the crew may jointly activate assistance. Everyone passes one non-submarine card to a neighbor in the same direction. The signal remains active until that mission succeeds; later attempts may all pass or all decline. Add one to the mission’s recorded attempt count once.
Two-player variant: Add Tonoja as a third crew member, with seven face-down cards covered by seven face-up cards. Each human receives 13 cards, with submarine 4 guaranteed to be in a human hand. Use three-crew task difficulty. The captain alone chooses Tonoja’s tasks and plays her exposed cards; reveal a covered card only after the trick in which its covering card was played.
Rules & gameplay questions
Do we need exactly four players or the original game?
No. Standard play supports 3–5 players, with a two-player variant using Tonoja as a third seat. This is standalone and does not require The Quest for Planet Nine or its rules.
Must I play a submarine when I cannot follow suit?
No. Without the led suit you may play any card, including a submarine or another color. If you can follow suit, you cannot instead trump just to win the trick.
Does sonar mean nobody may speak at all?
The restriction concerns disclosing hand information: speech and signals cannot replace sonar. Public rules and public situations can be discussed, subject to task-selection and mission-specific restrictions.
Do timed missions use simultaneous card play?
No. A timer adds a deadline while normal trick-taking turn order continues. Start it after tasks are assigned; do not play cards or communicate before it starts.
Do Tonoja’s covered cards count as available for following suit?
Tonoja may play only exposed cards and follows suit using those available cards. Covered cards cannot be inspected or played early. Reveal one only after the trick in which its covering card was played.
Rules & introduction sources
- Edition
- The Crew: Mission Deep Sea, Thames & Kosmos 2021 English base rules; covers 3–5-player play and the two-player Tonoja variant. Individual logbook mission conditions still apply; rules from the earlier game are not imported.
- Introduction source
- BoardGameGeek
WANGO editorial
| Parameter | Recorded value |
|---|---|
| BGG overall rank (snapshot) | #45 |
| Complexity Weight | 2.06 / 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 | 2021 |
| 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: Mission Deep Sea, and can I play online?
The Crew: Mission Deep Sea 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: Mission Deep Sea, and which mechanisms does it use?
Weight: 2.06 / 5. Mechanisms: Communication Limits · Cooperative Game · Deduction · Hand Management · Scenario / Mission / Campaign Game · Trick-taking. Chinese publication: Unconfirmed.
Where can I learn The Crew: Mission Deep Sea?
No rule guide, strategy article or WANGO trial has been confirmed for this record.