Posted: 5 months ago, last updated 5 weeks ago.
Play involves picking a mission from the log book, dealing out the 40 cards to the players, discovering who the commander is and then working together to complete the mission. Like other trick-making games, you each play a numbered card in order and the highest card of a matching colour wins the trick. Unlike those games, you need to ensure certain players win certain cards as defined in your current mission.
Once you have picked a mission you assign these requirements to each player at the start of the game so you can work together to ensure they win the card they need. You complete the mission if you manage to work together to meet the criteria for every player.
The twist is that you are not allowed to speak to the other players about your cards. You can, however, use a communication token before each round to indicate if one of your cards it's the highest, lowest or only card of that colour you have. In the more complex missions this becomes essential to complete them successfully.
10+ year-olds usually have the required skill to enjoy this game. Although younger children can enjoy the game, they may need some help in what to play otherwise they risk failing the mission for the group. They need skills of observation and communication, but also to be able to keep track of what cards have been played in each colour.
Content RatingWe rate this suitable for 3+ years-olds.
We haven't documented accessibility features for this game yet. Our The Crew: The Quest For Planet Nine Accessibility Report details system-wide settings that may help, and suggests similar games with accessibility features. Tweet the developer (@KosmosGamesUK) to let them know about our Accessibility Questionnaire.
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