How to Play Ship Captain Crew: Complete Rules & Strategy Guide
If you've ever spent time at a bar that has dice cups on the counter, chances are you've seen people playing Ship Captain Crew. It's one of the most popular bar dice games in America, and for good reason: the rules are simple enough to learn in two minutes, but there's just enough strategy to keep things interesting round after round.
Whether you're looking to settle a tab, play for bragging rights, or just pass the time with friends, Ship Captain Crew delivers. Let's break down everything you need to know to start playing like a regular.
Quick Rules Summary
- Players: 2 or more
- Dice: 5 standard six-sided dice
- Goal: Roll 6-5-4 in order, then maximize your remaining two dice (cargo)
- Rolls: 3 per turn
- Winning: Highest cargo total wins the round
What You Need to Play
Ship Captain Crew is beautifully simple when it comes to equipment. All you need are five standard six-sided dice and something to roll them in (a cup works great, but your hands will do just fine). You'll also want two or more players, though the game really shines with 3-6 people around the table.
That's it. No board, no cards, no complicated setup. This is exactly why Ship Captain Crew became such a staple in bars and pubs across the country.
The Objective
Your goal is simple: assemble your ship (6), captain (5), and crew (4) in that order, then score as many points as possible with your remaining two dice, called your cargo.
Ship Captain Crew Rules: Step by Step
Here's how a typical turn works:
- Roll all five dice. On your first roll, you're looking for a 6 (your ship). You must get the ship before anything else counts.
- Set aside your ship. If you rolled a 6, set it aside. Now you can look for your captain (5). If you rolled both a 6 and a 5, you can keep both. Got a 6, 5, and 4? Jackpot, set them all aside.
- Roll again. Pick up any dice that aren't locked in and roll again. Remember, you must get them in order: ship first, then captain, then crew.
- Complete your crew. You have three rolls total to get your 6-5-4 sequence. If you lock in all three before your third roll, your remaining dice become your cargo.
- Maximize your cargo. Once you have ship, captain, and crew, any remaining rolls can be used to improve your cargo score. Your cargo is simply the sum of your two remaining dice.
If you can't get your 6-5-4 sequence within three rolls, you "sink" and score zero for that round. Tough luck, sailor.
Scoring Explained
The scoring in Ship Captain Crew is straightforward. Your cargo is the sum of your last two dice after setting aside the 6, 5, and 4. The maximum cargo you can score is 12 (two sixes), and the minimum is 2 (two ones).
Here's where it gets interesting: if you lock in your ship, captain, and crew early, you can use your remaining rolls to try for a better cargo. Rolled a 3 and a 2 for cargo but still have one roll left? Pick up those dice and try for something higher.
The player with the highest cargo at the end of the round wins. In case of a tie, those players roll off until someone comes out on top.
Strategy Tips to Up Your Game
Ship Captain Crew might seem like pure luck, but smart players know there are decisions that matter.
Don't Get Greedy with Cargo
If you've got your 6-5-4 and decent cargo with one roll left, think carefully. A cargo of 8 or 9 is solid. Rerolling a 4-4 hoping for double sixes might leave you with a 3 and a 1. Sometimes good enough is good enough.
Watch the Order
New players often forget you must get the 6 before the 5, and the 5 before the 4. Rolling a 4 on your first throw doesn't help if you don't have the ship and captain yet. That 4 goes back in the cup.
Know When You're Behind
If other players have already posted high cargo scores and you're sitting on a 6 with two rolls left, you might need to take more risks. Context matters.
Early Completion Is Huge
Getting your 6-5-4 on the first roll is rare but powerful. It gives you two full rolls to maximize cargo. Even getting it in two rolls gives you a meaningful advantage.
Common Variations
Like most bar dice games, Ship Captain Crew has picked up variations over the years. Here are some you might encounter:
- Midnight (or 1-2-3): Instead of 6-5-4, players must roll 1-2-3 in sequence. Same concept, different numbers.
- Must Keep: Some house rules say once you roll a valid number in sequence, you must keep it, even if it hurts your cargo potential.
- Betting Rounds: In bar settings, each round might be played for a drink, with the lowest cargo buying the round.
- Tournament Style: Players accumulate points over multiple rounds, with the overall winner determined after a set number of games.
Always confirm the house rules before you start playing. Nothing kills the vibe like a mid-game rules dispute.
Ready to Roll?
Ship Captain Crew has stuck around for decades because it hits the sweet spot: easy to learn, quick to play, and just strategic enough to reward skilled players over time. Whether you're at a dive bar, a backyard barbecue, or just looking for a quick game night option, it's a solid choice.
Want to practice your Ship Captain Crew skills? Play for free right here, no dice required.
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