Feral Worlds: Tabletop Games · Dice Games · Classic rules
Ship, Captain, and Crew
Six, five, four. Then load the cargo.

Setup
- Players: two or more. Our practice table is solo.
- Dice: five standard six-sided dice.
- Who starts: anyone. Each player takes one turn a round.
- A turn: up to three rolls.
How to play
- 1Roll all five. Start your turn by rolling all five dice.
- 2Ship, then captain, then crew. Set aside a 6, then a 5, then a 4. A 5 can’t stay until you have a 6, and a 4 can’t stay until you have both. Several can come from one roll.
- 3Roll the rest. Roll the dice you haven’t set aside, up to three rolls in all.
- 4Count the cargo. With all three aboard, the other two dice are your cargo. Their total is your score.
- 5Spare rolls. Rolls left over can go on the cargo: roll both dice, and keep the new total even if it is lower.
- 6No crew. Without a 6, a 5 and a 4 after three rolls, you score nothing.
Winning
When everyone has rolled, the biggest cargo wins the round. Tied players roll again until one wins.
Scoring
| Your turn | Score |
|---|---|
| Full crew, big cargo | 12 |
| Full crew, small cargo | 3 |
| Ship and captain, no crew | 0 |
| A 5 and a 4 but no ship | 0 |
Our practice table is solo: you sail 5 or 10 voyages and add up your cargo. At a real table, the biggest cargo each round wins.
Key terms
- Ship:
- A 6. It has to come aboard first.
- Captain:
- A 5. It can only stay once you have a ship.
- Crew:
- A 4. It can only stay once you have a ship and a captain.
- Cargo:
- The two dice left over. Their total is your score.
- Set aside:
- Keep a die out of your next roll. The ship, captain and crew stay once in.
- Reroll the cargo:
- Spend a spare roll on both cargo dice. The new total stands.
- Voyage:
- One turn at our practice table.