THE CREW (FOR TWO)

 

THE CREW (FOR TWO)



OBJECTIVE OF THE CREW: Complete missions as a team by play cards to the trick

NUMBER OF PLAYERS: 2 players

TYPE OF GAME: Trick taking, cooperative

AUDIENCE: Adults


INTRODUCTION OF THE CREW

The Crew is an award winning trick taking card game that is typically played with 3 or 4 players.  This game is incredibly popular and has seen its lion’s share of coverage by the gaming media.  This instruction set is going to focus on the seldom talked about 2 player rule variant for the game. 

In the Crew, players work together to complete 50 missions.  Each mission has its own requirements, usually requiring players to complete a predetermined number of tasks.  In this game, communication is extremely limited, and players are not allowed to talk about their hand or discuss decisions.

MATERIALS

40 PLAYING CARDS 

The deck includes 36 color cards and 4 rocket cards.  There are five colored suits, and the rocket cards are the trump suit for the game.

5 REMINDER CARDS

A player adds a reminder card to their hand after using a communication token

36 TASK CARDS

Task cards represent the cards that must be captured by certain players.  Most missions require a certain number of tasks to be completed. 

17 TOKENS

There are 10 task tokens, 5 radio communication tokens, 1 distress token, and 1 commander token. Tokens are used for communication and task arrangement.

SETUP

The Crew for Two is played using a third player strawman hand named JARVIS.  Thematically, JARVIS is an artificial intelligence used to help complete missions.  The mission commander will make all decisions regarding how JARVIS plays먹튀검증.  

To set up for a two player game of The Crew, temporarily remove the 4 Rocket from the deck.  Shuffle the remaining 39 cards and deal seven face down in a row.  Next, deal seven more face up on top of the previously dealt row.  These two rows represent JARVIS’s hand.

Shuffle the 4 Rocket back into the deck and deal out thirteen cards to each player.  Each player should have a communication token placed green side up and a reminder card nearby.  Place the distress signal tokens face down in the center of the playing space.  

Shuffle the task cards and place them face down nearby along with the task tokens.

THE COMMANDER

Whichever player is dealt the 4 Rocket is the commander for the mission.  That player receives the commander token.  The commander will begin the task selection, will lead the first trick, and follow any special rules detailed in the mission.  The commander will play for JARVIS, determine its tasks, and where its location in turn order.  The non-commander player is not allowed to discuss the commander’s decisions.


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