TABLECLUB FIELD GUIDE

How to play.

Choose a game. Learn the moves, then take your seat.

Play The Crew: Mission Deep Sea
COOPERATIVE GAME · 3–5 PLAYERS

The Crew: Mission Deep Sea

At the table · 30–45 min

Goal

Complete five cooperative deep-sea dives.

Your turn

Follow suit in each trick and win the right task cards with limited communication.

Scoring & end

Clear each mission goal to advance. The crew shares its final result.

AT THE TABLE

The dive kit

Tableclub’s original five-dive challenge

Four color suitsNine numbered cards per color · 1–9
SubmarinesFour trump cards · 1–4; the 4 names the captain
TasksWin marked cards or particular tricks together
SonarReveal one eligible color card between tricks

Five dives together

This Tableclub expedition has five original depth challenges based on the trick-taking and task system of The Crew: Mission Deep Sea. It is a curated digital adaptation; it does not reproduce the publisher’s 32-mission logbook or all 96 task cards. The crew wins together only after all five dives are cleared. Each dive allows three dealt attempts with the same task cards. After a failed attempt, the hands and captain are dealt again, and everyone chooses tasks again. Clearing a dive advances immediately to the next depth; failing three attempts ends the expedition.

Choose tasks

Each dive deals 40 cards: four colored suits numbered 1–9, plus four submarine trump cards numbered 1–4. The player holding submarine 4 becomes captain and chooses a task first. Task selection continues clockwise. When fewer tasks than crew members remain in the first pass, you may pass if enough crew remain to take them all.

Tasks ask a crew member to win a specific card or the first or last trick. Ordered finds must land in separate tricks in the shown order. A wrong winner, an early ordered card, or unfinished tasks at the end fails that attempt.

Play a trick

The captain leads. Each other player must follow the led suit if they hold it; otherwise they may play any card. The highest card of the led suit wins unless a submarine is played; the highest submarine wins instead. The winner leads the next trick. There is no requirement to play a winning card when another legal card is available. With three players, one extra card remains unplayed after thirteen complete tricks.

Sonar

Once per attempt, after task assignment and only between tricks, you can reveal a colored card in your hand as your highest, only, or lowest card of that color. The marker must be true when you send it and remains as it was even if your hand later changes. Submarine cards cannot be communicated. Hidden hands stay private; shared sonar and played cards are public.

Based on The Crew: Mission Deep Sea by Thomas Sing, published by KOSMOS. Publisher’s rulebook (PDF). Original card artwork sources are recorded with the game assets. The five-dive sequence is a Tableclub adaptation.

Play The Crew: Mission Deep Sea