The Crew: Mission Deep Sea
Players: 2-5
Playing Time: 20 minutes
Designer: Thomas Sing
Publisher: KOSMOS
The Crew: Mission Deep Sea is an addictive game of deduction that I can’t stop playing! Even though everyone is trying to solve one puzzle together, everyone gets unique problems to solve without the help of the group.
Pros
- Addictive as warm cinnamon cookies, and just as tasty
- Quick to play and quick to setup
- Decisions are tough even though the gameplay is straightforward
- A deck of challenges means you can the difficulty up or down to suit your team
- Plenty of variability and different challenges within the deck
Cons
- Lots of jargon whenever you play trick-taking games
- One bad player can lose the game
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Last month we saw The Crew dominate the most-played board games list for January. While The Crew: The Quest for Planet Nine took the lead, The Crew: Mission Deep Sea wasn’t far behind.
Yet despite this love from the community, I’ve never been a big fan of trick-taking games. Hearts did not steal my heart, and Fox in the Forest fell flatter than my 3rd-grade acting recital. We’re talking only-your-parents-are-clapping kind of flat.
Trick-taking games like to hide behind barricades of jargon. Tricks, Followers, Suits, Leaders, and Trumps. Like if trick-taking games were personified, they’d be the greasy-haired mechanic who tells you your flux capacitor has blown, and to fix that you’ll need a new plumbus.
I owe Tom Vassal a massive thanks for demystifying the jargon and explaining the concept of trick-taking so that even a dumb baby like me could understand.

So Let Me Pass on the Favour…
Despite the jargon, trick-taking games are fairly simple to play:
- Everyone must play a card from their hand.
- Then the first player (leader) plays a card of any colour (suit).
- Everyone else must then play a card of the same colour.
- If they don’t have a card of the same colour, they can play any card.
- Then the highest numbered card from the same suit as the leader wins all played cards.
- The one exception is if someone played a submarine card (trump card), then they win all the played cards.
I’ve also created a page illustrating how this works called what is a Trick-Taking game.
The Crew: Mission Deep Sea works this formula as though it were a piece of dough, pushing, punching, and aerating it until it becomes a delicious card-stock pizza.
First off, this is a cooperative game with limited communication, like Hanabi or Okey Dokey. Where talking about general strategy is fine, but you can’t say anything revealing the cards in your hand.
There is a Hail Mary though, or to keep with the nautical theme: A Sail Mary (I’ll show myself out). Where once per game, you can show one card in your hand, and through the use of a token let others know if it’s the highest, lowest, or only card you have of that colour.
This token is a fantastic pressure valve. Where in other communication games people do their best to maintain the silence but then start whistling like a kettle. Inadvertently ruining the puzzle of the game in doing so. For almost all games of The Crew: Mission Deep Sea I’ve played, the integrity of the game and secrecy of people’s hands have been maintained because of this freedom to give at least one clue.

Where’s the Hook?
Let me introduce the challenge deck, a well-stocked, good-looking deck, who loves dogs, enjoys romantic movies and takes pleasure in kicking your ass. In this deck, you’ll find challenges from being too easy to near impossible, ranked on a difficulty scale of 1-6.
Starting the game, you hand out a number of these cards based on whether you want a pleasurable tap on the backside or a solid kick from a steel-toed boot. Then you play until either you beat the challenge, or the challenge beats you.
This takes between 10-25 minutes and is a fantastic exercise in deduction and decision-making. Where you’re caught between making the right decision for the table, and the right decision for yourself.
What makes The Crew: Mission Deep Sea such a good game is how it engages everyone at the table. It gives everyone a puzzle they need to solve on their own and allows you to get better at Crewing.
The more you play, the more you understand what is a good move and what is a move that resembles Elaine’s dancing from Seinfeld. Occasionally, you’ll feel like a bad draw ruined you. But often, you’ll be dwelling on a misplay that you could’ve avoided.
Once you’re done, you have two choices: shuffle up and increase the difficulty, or shuffle up and decrease the difficulty.
Stopping is not an option.
The Crew: Mission Deep Sea is just that addictive, and the higher the challenge rating you go the more interesting and involving the puzzle becomes. Sucking you deeper and deeper into the game.

Every Gamer Should Try This
The worst thing about The Crew: Deep Sea Mission is that there’s a hidden cost of sleeves. I’ve done my best to avoid playing it too much but already I’m 20-30 games deep and my cards look like they’ve come home from a Fortitude Valley bender.
Otherwise, this is one of the few games that I believe every gamer should have in their collection. It tops all other small boxes/card games I’ve played. Which, in retrospect, is insane given my apprehension about getting it. However, that goes to show that you should never judge a book by its cover or a board game by its use of obscure antiquated terms.
Keep Away: Addictive Games to Avoid
Once these three games hit my table, they never left. They’re fast, fun, and endlessly replayable. So if you’re looking for another addictive card game, start with these. Or take my advice and avoid them, as once you start you may not be able to stop playing them!
How does it compare?
A score tells you if it’s good, but the leaderboard tells you if it’s worth the shelf space. See the full board game rankings to see the true pecking order.







Great review! I haven’t played The Crew but I have played this one a couple of times. An interesting take on the trick-taking genre (and I love trick-taking games)
What’s your favourite trick taking game? I’m now interested in checking out a few more 😛
I’ve always liked Diamonds. Haven’t played the 2nd Edition (which is the one that’s available now) but I think it’s pretty much the same. I would say the Crew: Mission Deep Sea is also great, but since this is a review of that, you already know that! 🙂
Haha too true. I haven’t heard of Diamonds outside of the name. I will look into it!
Here’s my review of the game if you’re interested. It’s a *very* early one, so please excuse how bad it might be. 🙂 https://dudetakeyourturn.ca/2017/03/20/review-diamonds/
Wow this looks very similar to one of my favourite dumb games – Crossing. Cheers for sharing, will have to check it out.
David, great review. My favorite line: “The more you play, the more you understand what is a good move and what is a move that resembles Elaine’s dancing from Seinfeld.” I don’t play trick-taking games very much, but I have the original The Crew, and I think it is amazing. It is like Wordle with cards and theme! (Brain burner, but fun). I do agree it is a great game — cooperative, intense, and thematic (at least for me it is). The fact is was a most played game in January bears out that it is worth having. I’m also glad you’re having fun with programming — the last time I did programming was in middle school where I learned Fortran using punch cards……Keep enjoying the games!
Haha, when I wrote that line I thought ‘It’s gold Jerry, GOLD!’ Sometimes I think my brain is just filled with Seinfeld and Simpsons references…
I think the comparison with Wordle is apt in that it’s a game that anyone can pick up and play.
Punch cards were a bit before my time. Even at school we were using Delphi to code Pascal… 😛