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🌊 Team up, strategize, and conquer the abyss — don’t miss the deep-sea thrill!
The Crew: Mission Deep Sea is a cooperative card game for 3-5 players featuring 40 large and 96 small cards, where players work together under limited communication to complete underwater missions. With scalable difficulty, immersive oceanic artwork, and quick gameplay rounds, it’s a modern strategy game that sharpens teamwork and strategic thinking while delivering endless replay value.













| ASIN | B08TX1GGSH |
| Age Range Description | Kid |
| Best Sellers Rank | #5,034 in Toys & Games ( See Top 100 in Toys & Games ) #119 in Dedicated Deck Card Games |
| Brand Name | Thames & Kosmos |
| Color | Black |
| Container Type | Box |
| Customer Package Type | FFP |
| Customer Reviews | 4.8 out of 5 stars 7,171 Reviews |
| Educational Objective | Develop teamwork, strategic thinking, and creative storytelling skills |
| Global Trade Identification Number | 00814743015975, 20814743015979 |
| Grenre | Card Game |
| Included Components | 40 Large cards, 36 Color cards, 4 Submarine cards, 5 Large reminder cards, 96 Small cards, 6 Tokens, 5 Sonar tokens, 1 Distress signal token, 1 Captain token, 1 Rulebook, 1 Logbook |
| Indoor Outdoor Usage | Indoor |
| Is Assembly Required | No |
| Item Dimensions | 1.7 x 5.1 x 7.1 inches |
| Item Dimensions L x W | 5"L x 1.5"W |
| Item Type Name | Cooperative Strategy Game |
| Item Weight | 9.6 ounces |
| Language | English |
| Manufacturer | Thames & Kosmos |
| Manufacturer Maximum Age (MONTHS) | 1188.0 |
| Manufacturer Minimum Age (MONTHS) | 120.0 |
| Manufacturer Part Number | 691869 |
| Material Type | Cardstock |
| Model Name | The Crew: Mission Deep Sea |
| Model Number | 691869 |
| Model Year | 2021 |
| Number of Items | 1 |
| Number of Players | 3 - 5 |
| Operation Mode | manual |
| Other Special Features of the Product | Portable |
| Package Quantity | 1 |
| Power Source | Manual |
| Product Style | Modern |
| Set Name | The Crew: Mission Deep Sea |
| Size | Small |
| Subject Character | Deep Sea |
| Theme | Adventure, Underwater |
| UPC | 814743015975 |
| Unit Count | 1.0 Count |
H**T
Trick taking co-op masterpiece (2P at bottom)
Bottom line up front: an easy to learn, easy to teach, co-op version of Spades that doesn't let one person dominate the table. If you sat me down and said "we made a thematic Hearts co-op variant where you don't get to table talk," I would would have laughed you out the door. Utter nonsense. My wife and I are about halfway through Crew's 50 missions. I'm not laughing anymore. I'm in awe. This is one of the most enjoyable games in existence. The basic gameplay is as old as Hearts or Spades. You play a card. The other players follow suit. High card in suit wins. Trump cards beat all. Instead of individualistic "winner take all" premise of Spades, however, Crew asks all the players to complete communal tasks by winning tricks in different ways. It's a co-op card game. Most of the time, these involve Player X winning the trick containing Card N in a certain order, but unique variations exist (for example: win a trick with a non-trump "1" card). Complete the tasks, and the group wins the game! And then Crew tells you that you the group can't table talk outside of: - one card reveal - per game - per player. Boom. So many good things to say about this rule. - It forces you to use your logic, not the group's. - It prevents the most charismatic or strategic or obnoxious person from dominating the game, a serious problem in all co-op games. - It adds gobs of tension. Why did they play that card? Are they trying to tell me something? - It forces you outside the box. - It drives your mom batty. This rule should become the standard for EVERY co-op game, bar none. To cap it all off, Crew comes with a campaign of 50 game scenarios, any of which you can simply pick up and play at any time. Tons of variety. Crew will have a place on my shelf in perpetuity. A brilliant, reasonably light game that can find its way to any table. Play it with your game group, play it with your parents, play it with your kids (once they figure out what the word "silence" actually means). ----------------------------------------------------------------- [2-Player review] Okay, so then you tell me that Crew has a 2P variant where one player controls a robot hand. I laugh you out the door again, more cautiously this time. Then the variant works, albeit differently than 3-5 player Crew. I'm in awe again. In 2P Crew, the robot is dealt 7 cards face down, then 7 cards face up, each covering on face down card. This means that you have 7 cards which at the beginning of the game are entirely unknown. The game turns into a even more of a puzzle. To explain: - Both players can, and should, play based on the face up cards. Some information is always known. - You need to dig for the face down cards. Some information is always hidden. - You have to be exceptionally cautious to avoid completing tasks out of turn. Digging for face down cards involves taking cards - some of which you cannot, or should not, be taking. Because of the puzzle-heavy focus, I don't recommend the 2P variant for everyone. You need to enjoy co-op games, card games, and logic puzzles, and you need to be okay with losing. Sometimes, there is literally no way to win. For my wife and I, we enjoy the struggle to make that determination. Others may not. Give this one some thought before you add it to your 2 player collection.
N**S
Just get it already!
The Crew is a very fun, brilliantly designed game! The Crew is a co-operative, scenario based, trick-taking game. If you aren't already convinced or intrigued by that, then let me try again. TL;DR - just get it alteady! Whether you are a fan of traditional trick-taking games or not, this game brings an entirely different dynamic that is rewarding for trick-taking veterans and hospitable for trick-taking rookies. As long as you have a few friends to play with, given the value that is in this tiny box and the price point, there's no reason not to give it a try! If no one in your group is familiar with the trick taking mechanic, it's fairly easy to pick up! Essentially one player, in this case the commander, starts a 'trick' by playing a card. Everyone else MUST follow the suit played (pink, green, blue, yellow, or rocket) if they are able. The highest card of that suit played wins the trick, and that player takes all the cards and then begins next trick by playing a card. If you are UNABLE to follow the suit played you may play a card of ANY suit. Finally, there are 4 trump cards, the rockets, that can be played when starting a new trick or when unable to follow suit - the highest valued trump card always wins the trick! The whole game revolves around that mechanic! That's not to say that this game is simple, however! Quite to the contrary, The Crew offers fun and unique twists utilizing this mechanic that will test your skills and stretch your collective brains! Combine this with the fact that the group can only share limited knowledge, and you've got yourself a great game that will keep finding its way back to the table! Seriously, just get it already!
M**X
The Crew - Full Review
OVERVIEW: The Crew is a trick taking game for 2-5 players, similar to Euchre, Hearts, and Spades. The innovative aspect is that all of the players are working cooperatively towards a common goal that becomes progressively more difficult with each success. This cooperative environment makes the game easy to teach as it encourages players to help each other succeed in completing each mission. The missions generally involve getting specific players to win tricks involving specific cards. The fifty included levels ramp up in difficulty as multiple missions and mission order restrictions are added to increase the complexity of each round. COMMUNICATION: In most trick taking games, there are heavy restrictions on communicating undisclosed information from your hand of cards, commonly known as 'table talk'. The Crew adds a unique element of communication to the players, affording them advantages if used properly. This allows players to reveal one of their cards, that is not trump or the subject of current missions, and indicate with a token weather it is the highest card in it's suit, the lowest card in it's suit, or it is the only card in it's suit. This information can be quite invaluable and necessary to the success of any given mission, creating a clever dynamic for players to exploit. SCALABILITY: The Crew is enjoyable at every player count, but becomes much more difficult as it scales up. As most missions involve specific players winning specific tricks, more players increases the likelihood of missions failing. Therefore the chances of getting through all fifty missions decreases. However the joy in this game is in the journey, not the destination, and sometimes coordinating five people to unify as one group can be much more rewarding than with two. PROS: The Crew is incredibly accessible to a large variety of players as it is easy to teach as well as learn. The puzzle solving aspect makes this game more engaging than other trick taking games in the genre, while the cooperative nature of the game emotionally invests players in the success of the everyone involved as a united team, or in this case a crew. The Crew is quick to set up and get started, and can be ended quickly by marking your place in the provided chart within the rule book.The higher levels are complex enough to challenge the most skilled players, and home brewed missions are easy to create. CONS: The theme of the Crew is irrelevant to actual game play, and could have easily been replaced by any conceivable genre. The cards themselves are standard stock, but the printing on them are less than ideal for color blind players or those with weaker eyesight. The featured art on each card is irrelevant to the game and lackluster at best. It is a missed opportunity not to use this space to make the important information the card (the suit and number) much more identifiable. The cards could be better, but they could also be modified or improved easily enough. I don't personally think that this is a deal breaker considering the price point and value of the product. CONCLUSION: The Crew offers one of the most accessible and innovative gaming experiences I have ever enjoyed. Practically anyone can pick up on the rules fast, and the fact that you are asking them to help you win, as opposed to challenging them to defeat you, brings enthusiastic players to your table. Once they taste the sweet success of completing each mission as a team, the drive to progress forward and relive that experience pushes them to continually deal the next hand. It is incredibly portable, with minimal set up, and the ability to quickly end the game and bookmark your place for the next session. It is a fantastic filler game, but is also substantial enough to continue long into the night.
J**S
One of our favorite games now
The Crew - Mission Deep Sea card game is an absolute blast! As a fan of cooperative games, this one quickly became a favorite among my friends and me. First and foremost, the concept of working together as a team to complete missions in the deep sea is incredibly engaging. Each player takes on a unique role, and communication and collaboration are key to success. It's refreshing to play a game where everyone's efforts are aligned towards a common goal, fostering a sense of camaraderie and teamwork. The gameplay mechanics are simple to learn but offer plenty of depth and strategy. Whether you're coordinating moves to overcome obstacles or strategizing how to best utilize each player's abilities, every decision feels meaningful and impactful. The game strikes a perfect balance between challenge and accessibility, ensuring that both seasoned gamers and newcomers alike can enjoy the experience. One aspect that I particularly appreciate is the replay value. With multiple missions to complete and varying levels of difficulty, no two games are ever the same. Each mission presents its own set of challenges and surprises, keeping gameplay fresh and exciting even after multiple playthroughs. Furthermore, the artwork and theme of Mission Deep Sea are top-notch. The illustrations beautifully capture the mysterious and awe-inspiring world of the deep sea, immersing players in an atmospheric and visually stunning experience. The Crew - Mission Deep Sea card game has quickly become a staple in our game nights, and for good reason. Its blend of cooperative gameplay, strategic depth, and captivating theme make it a must-have for any board game enthusiast. Whether you're a seasoned gamer or just looking for a fun and engaging way to spend time with friends, I wholeheartedly recommend giving The Crew - Mission Deep Sea a try. It's an underwater adventure you won't soon forget!
J**M
Fun, a lot like euchre
This is a fun game, a bit challenging for my 13 and 14 year old, but we get through it with talking (you're not supposed to talk). It's basically a modern, single team euchre game.
P**R
⭐⭐⭐⭐⭐ Stellar Cooperative Card Game Adventure!
The Crew: The Quest for Planet Nine is an exceptional cooperative card game that offers a unique and engaging experience for players of all levels. Here’s why you might like it too: 1. Innovative Cooperative Gameplay: The Crew stands out with its cooperative trick-taking mechanics. Players work together to achieve specific objectives, making communication and teamwork crucial. This innovative approach to a traditional card game format keeps every round fresh and exciting, requiring players to strategize and collaborate effectively. 2. Challenging and Engaging Missions: With 50 missions to complete, The Crew offers a progressive challenge that keeps players engaged. Each mission presents unique objectives and increasing difficulty, ensuring that the game remains interesting and challenging. The variety of missions also adds to the replayability, making each game session a new adventure. 3. Accessible Yet Deep: The rules are straightforward and easy to learn, making it accessible to new players while still offering depth for seasoned gamers. The game’s gradual difficulty curve allows players to develop their skills and strategies over time. It’s the perfect blend of simplicity and complexity, suitable for both casual and hardcore gamers. 4. Compact and Portable: The Crew comes in a compact box, making it easy to take on the go. Whether you’re heading to a friend’s house, going on a trip, or just looking for a quick game at home, its portability is a significant advantage. The small size doesn’t compromise the quality or depth of the gameplay. 5. Beautiful Artwork and Quality Components: The game features stunning artwork that enhances the theme and immersion. The cards are of high quality, durable, and visually appealing. The attention to detail in the design and presentation adds to the overall enjoyment of the game. 6. Strong Replay Value: The combination of diverse missions and the cooperative nature of the game ensures high replay value. Each playthrough feels different, with new challenges and strategies to explore. The game’s design encourages multiple sessions, making it a great investment for long-term entertainment. 7. Perfect for All Group Sizes: The Crew works well with various group sizes, accommodating 2-5 players. The flexibility in player count makes it versatile for different gaming groups and occasions. Whether you’re playing with a small group or a larger gathering, the game adjusts well and provides a satisfying experience. Overall, The Crew: The Quest for Planet Nine is a must-have for any board game collection. Its innovative cooperative gameplay, challenging missions, and high replay value make it a standout choice. Whether you’re a seasoned gamer or new to the hobby, this game offers a unique and rewarding experience that will keep you coming back for more. Highly recommended!
M**E
Great game for families
Great little game. Box is even smaller than the box for crew deep sea mission. Its essentially a totally different game but with the same goal of playing certain cards as a group effort without talking. Instead of it being a trick taking game, the way cards are played are like uno. The missions are predetermined (not random like in crew). I'm only 20% of the way through the game (8/35 scenarios) and will say that these mechanics does make it easier for the kids to understand. I predict the more difficult scenarios will be coming up soon. The other pro I have for this game is that the theme/story is better throught out. The cards are not only colored and numbered. But each card has a person or item on it. So for the first mission, youre on a boat and it gets invaded by pirates. The goal of the first mission is to play a specific pirate and the boat. So unlike regular crew, I'm actually interested in reading the log book. The kids are also really entertained by the story in the logbook too. And as I read the story, sometimes they try to guess what the goal will be. Great game to start teaching the kids strategy and teamwork.
P**Q
Our current "go to" game for weeknights
2024 Updated Review I think I will always have fond memories of The Crew -Quest for Planet Nine. This was the game that we played on weeknights after a long day at school/work which was still at home, because it was the Pandemic of 2020. We had not played the game much after completing all the missions in the book, but I did introduce the game to my friend and cousin and we started playing through the campaign again. It was actually more difficult than expected to relearn the distress mechanic, but the concept of trick-taking and completing the missions came back, like revisiting your old haunts - familiar and cozy, but different at the same time. Playing with 4 players was also more different than playing with 3 players. Also, there was a whole new meta that had to be established - the two new players did not understand our previously understood silent language via card play. But what is still great is that it is a fun strategic game that we can play past 11pm on a Friday night after a long game of King's Dilemma, and still have fun even though our eyes and bodies want to go to bed. Just one more mission, we can do it! The other players enjoyed the underwater theme more. I still prefer the space theme. What I ended up doing was using both decks - while one player dealt out one deck, I shuffled the next deck ready for the next game. The Crew is still fantastic to play even after the "newness" has worn away. It's still affordable and if you enjoy co-operative games, card games, and trick-taking, you will get a lot of value and plays out of this one purchase. 2020 Review We started playing this game what seems like so long ago, but it was a little under a month ago. I think we had more fun at first, because it was just so ridiculous what we were doing. Two of us had never played trick taking games so it was easier for us to learn because someone could help give advice and guidance on how to play a trick taking game. It's definitely more fun if you create a character for yourself that is part of this "crew". For example, my code name is Raven and I always say, "They need a woman to finish the job" or sometimes I take on the role of the power-hungry, maniac commander with crazy ideas and purposefully make missions harder to accomplish. Another player speaks with a fake Russian accent the entire game and occassionally calls the rest of us crazy Americans...usually when we play crazy cards. We aren't hard core gamers, but we have played Pandemic Legacy and Legacy of Dragonholt where you create your character with a back story...and I think that helps a lot to make the game have more flavor. We're around mission 30 and at this point I do feel like we are battle-hardened crew now. The game is definitely harder now and maybe works as a team building exercise, because you have to encourage, or be humble and accept blame, and try to not assign blame for failed missions. We still haven't used the token asking for help yet. In summary, I would recommend this game if you want something short you can play after a long work day. I hate paying full price for something, but I think this game was worth the MSRP for the fun and amount of game we got out of it so far. I also think it's best if you have the same people doing the missions. The game has some story, but it helps a lot if the players put in their own personal touches to make the game come alive.
E**T
Un jeu collaboratif au top!!!!
Découvert avec des collègues, j'adore ce jeu donc je l'offre souvent. Un jeu de pli collaboratif et évolutif qui promet de belles soirées en famille ou entre amis.
L**A
Would recommend
Great family game and easy to learn.
M**.
Enkelt och svårt på samma gång
Lite speciellt då man inte tävlar mot varandra utan man ska hjälpas åt att klara av uppgifterna. Bra pris!
G**4
First ever co-op trick taking game!
Innovative and exciting trick taking game for the whole family. Players will have to work together in space with limited communication to fulfill individual tasks. Enjoyable and addictive. 50 different missions with increasing difficulty makes this highly replayable and worth the money!!
M**R
Absolute Kaufempfehlung für Freunde von Wizard und Co
Wenn ich das Spiel Freunden erkläre, fallen meistens die Worte: "Wizard, aber in kooperativ". Alle Spieler haben gemeinsam das Ziel eine Runde mit verschiedenen Aufgaben zu schaffen. Dabei werden in jeder Runde alle Karten gleichmäßig an die Spieler verteilt und aus einem Aufgabenheft mit einer Story (Reise zum Pluto) die Aufgaben für die jeweiligen Runden vorgelesen. Der Schwierigkeitsgrad steigt dabei von Runde zu Runde. Es gibt insgesamt 50 Level die man nach und nach erreichen kann, wobei das auf gar keinen Fall an einem Abend möglich ist. Die meisten Aufgaben sehen so aus, dass es zusätzlich zu den Handkarten, noch kleinere Kopien der meisten Karten gibt. Eine feste Anzahl dieser kleinen Karten werden offen von den Spielern ausgewählt, und am Ende der Runde muss diese Karte als Stich bei dem Spieler landen. D.h. wenn ich die grüne 7 in klein vor mir liegen habe, müssen meine Mitspieler und ich es schaffen, dass die normal große grüne 7, die irgendein Spieler als Handkarte besitzt, am Ende in einem Stich landet, der mir gehört. Dabei ist es natürlich nicht erlaubt, über seine Karten zu sprechen, das wäre ja langweilig. Es gibt aber eine schöne Spielmechanik zur Kommunikation, das ganze ist also keinesfalls Glückssache! Durch den aufsteigenden Schwierigkeitsgrad und die abwechslungsreichen Aufgaben der einzelnen Level hat das Spiel definitiv Langzeit- , sowie Wiederspielwert. Unabhängig davon ob man immer in der gleichen, oder verschiedenen Freundesgruppen spielt. The Crew glänzt durch einfache, schnell erklärte Regeln und ein intuitives Spielprinzip, dass trotzdem eine unglaubliche Tiefe ermöglicht. Vor allem in den späteren Runden entwickelt jede Gruppe eigene Strategien und Grundsätze, die zwar nicht offen kommuniziert werden, aber doch Teil des Spiels werden. The Crew ist für mich damit eine absolute Empfehlung für jeden Spielefan, besonders wenn er Klassiker wie Wizard mag.
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