Ship, Captain, Crew cover
Dice Games

Ship, Captain, Crew - Rules, History & Strategy Guide

Ship, Captain, Crew is a fast dice game for two or more players. In three rolls of five dice you must set aside a 6, a 5, and a 4 in that order, then score your remaining two dice as cargo. The highest cargo wins, and each turn takes under a minute.

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History & Origins

Ship, Captain, Crew (sometimes called Ship of Fools or Cap'n, Bos'n, Crew) traces back to the British Royal Navy, where sailors used it as a quick gambling game during downtime at sea.

The "in order" requirement — you can't collect the 5 until you've set aside the 6 — is what gives the game its distinctive feel: you're racing not just for high cargo, but to even unlock cargo at all.

How to Play

You have three rolls of five dice per turn. Your goal is to set aside a 6 (Ship), then 5 (Captain), then 4 (Crew) in that order, then maximize the remaining two dice (Cargo).

  1. Roll all five dice. After each roll, you may set aside a 6 if you don't already have one.
  2. Once you have a 6, on your next roll you may set aside a 5. Once you have both, you may set aside a 4.
  3. You cannot grab a 5 or 4 until the prior dice have been claimed in order.
  4. After three rolls (or once you choose to stop), if you have ship/captain/crew set aside, the sum of your remaining two dice is your Cargo score.
  5. Highest Cargo wins. If you fail to set all three required dice in three rolls, you score zero.

Strategy Tips

  • On the first roll, always grab any 6 you have, even if it's the only useful die. You can't score without it.
  • Don't lock in a 5 or 4 too eagerly if you also rolled what you needed in proper order — set aside the lowest-priority die you can.
  • On the third roll, prioritize getting ship/captain/crew over high cargo dice. Zero is worse than 2.
  • When trailing, you can keep rolling cargo dice for two extra rerolls if you have ship/captain/crew set — use those to chase a higher cargo total.

Variations

Many house rules adjust scoring: some allow re-rolls of cargo dice only, some require an exact match for first place, and some treat doubles or specific combinations as bonus scores. The most common bar variant turns it into a betting game where the lowest cargo pays the pot.

Play Ship, Captain, Crew on Arcadia

Play Ship, Captain, Crew on Arcadia to feel the rush of a perfect three-roll sequence and chase the highest cargo on the bar.

Quick Answers

Why do you need a 6 first in Ship, Captain, Crew?

The game requires you to claim ship (6), then captain (5), then crew (4) IN ORDER. You cannot lock in the 5 until the 6 is already set aside, even if you roll both at once.

What happens if you don't roll a 6 in three rolls?

You score zero for that turn. The "in order" requirement means a missing 6 wipes out everything else.

Can I play Ship, Captain, Crew online for free?

Yes. Arcadia offers free Ship, Captain, Crew with all the classic dice mechanics — no download or account required.

How do you win Ship, Captain, Crew?

You win by scoring the highest cargo in the round — the sum of your two leftover dice after setting aside the 6, 5 and 4. Everyone gets the same three rolls, so the winner is simply whoever banks the best pair of cargo dice; ties are usually re-rolled or split, depending on house rules.

What is the highest score in Ship, Captain, Crew?

Twelve — a pair of sixes left as cargo after securing the ship, captain and crew. Since 12 cannot be beaten, some tables end the round immediately when someone rolls it, or pay a bonus from the pot.

Is Ship, Captain, Crew luck or skill?

It is mostly luck, which is exactly why it works as a fast social game. The few real decisions — whether to bank cargo early or gamble your remaining rolls on a better pair — reward judgement at the margin, but no amount of skill rescues a turn with no 6 in it.

How many dice and players do you need for Ship, Captain, Crew?

Five standard six-sided dice and at least two players. The game scales to large groups easily because each turn takes under a minute, which is why it has thrived in bars and at family game nights alike.

Can you re-roll your cargo dice in Ship, Captain, Crew?

Yes — if you secure the ship, captain and crew before using all three rolls, you may spend the remaining rolls re-rolling your two cargo dice. The standard rule is that both cargo dice are re-rolled together; you cannot keep one and re-roll the other.

Do you have to use all three rolls in Ship, Captain, Crew?

No. You can stop as soon as you are happy, and stopping early is often right — if your first roll delivers the 6, 5, 4 and a strong pair, banking it beats gambling. You only score zero when three full rolls pass without completing the ship, captain and crew in order.

What are other names for Ship, Captain, Crew?

The game is also known as Ship of Fools, Cap’n Bos’n Crew, and often simply 6-5-4 after its three required dice. All the names describe the same core game, though scoring and betting conventions vary from table to table.

Where did Ship, Captain, Crew come from?

It is usually traced to the British Royal Navy, where sailors played it as a quick gambling game during downtime at sea. Its simple kit — five dice and something to track scores — made it easy to carry aboard ship, and it later settled into pubs and bars ashore. Arcadia’s free browser version keeps the same three-roll rules, with no download required.

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