Ship, Captain, Crew cover
Available nowSingle playerEasy5–10 min

Play Ship, Captain, Crew Online — Classic Bar Dice

Find your crew. Bank your cargo.

Ship, Captain, Crew dice game. Roll five dice to find 6-5-4 in order, then bank the remaining two as cargo. Best-of-5 vs AI.

Single player1 player(vs AI)

Ship, Captain, Crew on Arcadia

Ship, Captain, Crew (sometimes 6-5-4) is a classic bar dice game. Each turn you get up to three rolls to find a 6 (Ship), then a 5 (Captain), then a 4 (Crew) — in that order. Once you have all three, the remaining two dice become your Cargo, and that's your score.

How to Play

  1. Roll all five dice.
  2. Find the Ship (6) — it locks automatically. Then the Captain (5). Then the Crew (4). In order.
  3. Once all three are locked, the remaining two dice are your Cargo. Higher is better, max 12.
  4. You get 3 rolls per turn to build your Cargo. You can re-roll or click a cargo die to lock it.
  5. Fail to find all three in 3 rolls: your score is 0.
  6. Higher Cargo wins the round. Ties: both get a point. First to 3 round-wins takes the match.

Core Rules

  • Order matters: 6 before 5 before 4. A 5 rolled before a 6 does NOT count.
  • 3 rolls max per turn — fewer if you assemble the crew and are happy with your cargo.
  • Cargo max = 12 (two sixes).
  • Best of 5 rounds per match.
  • Tied rounds give both players a point.

Strategy

  • Don't lock cargo dice too early — only lock high values (5s and 6s). Everything lower is worth re-rolling.
  • If you have Ship + Captain but not Crew, a single bad roll can still leave you at 0. Weigh the risk of re-rolling.
  • Cargo of 10+ is a strong score — often worth keeping rather than pushing for 12.
  • The AI plays cargo conservatively — it holds at 10+. Beat it by being aggressive early and defensive late.

Practical Tips

  • Watch the lock-colours: green = crew (SCC), blue = cargo.
  • Click a cargo die to toggle its lock (only after all three SCC are found).
  • The Keep Cargo button appears when you've assembled the crew — use it to end your turn early.
  • On mobile, the dice-lock labels sit below each die — look for the emoji cues.

FAQ

Can I lock a 5 before a 6?

No. You must find the Ship (6) first. A 5 rolled before a 6 is discarded and has to be re-rolled.

What happens if I don't find all three in 3 rolls?

Your score is zero for that round. The AI still plays its turn, so you can still win the round if it also busts.

Can cargo dice be re-rolled?

Yes — unless you explicitly lock them by clicking. Unlocked dice (including cargo) re-roll on the next roll.

How is a round won?

Higher cargo score wins. Ties give both players a point (rare but fair).

How long is a match?

Best of 5 rounds — first to 3 wins takes the match. Maximum length: 5 rounds.

Ready to play Ship, Captain, Crew?

Launch the free demo, learn the flow, and practice tactics before higher stakes.