Are you ready to set sail on a dice-rolling adventure? Ship Captain and Crew is a fast-paced dice game that’s perfect for parties, family gatherings, or just a fun night in with friends. Whether you’re 8 or 80, this game delivers plenty of thrills and friendly competition as you try to roll your way to victory by landing the right combination of dice—Ship Captain and Crew!
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What is Ship Captain and Crew?
Ship Captain and Crew is a simple yet thrilling dice game that’s stood the test of time. It’s often played at parties as a drinking game but is just as fun in family settings where everyone can get in on the action. With as few as two players or a whole crowd, the game requires nothing more than five dice and a good sense of humor.
Originating as a gambling game, this dice classic is all about rolling the perfect combination: a ship, a captain, and a crew. Each game is fast-paced, with every roll bringing either sweet success or frustrating near-misses. The best part? It’s a game that can be learned in minutes but enjoyed for hours!
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How to Play Ship Captain and Crew
Game Setup
Before the dice start flying, you’ll need to gather a few essentials:
- Players: This game works best with 3 to 5 players, but it can accommodate as few as 2 or even larger groups if you’re creative.
- Dice: Five standard six-sided dice are required.
- Cup: To roll the dice (optional but adds flair!).
- Scorecard or paper: For keeping track of points.
Basic Rules of Ship Captain and Crew
The goal of Ship Captain and Crew is to roll specific numbers to get a ship (6), a captain (5), and a crew (4) in that order. After securing your ship captain and crew, your remaining dice are used as “Cargo” — these are the points that will decide the round’s winner.
1. The Dice Roles:
- A 6 represents the Ship.
- A 5 represents the Captain.
- A 4 represents the Crew.
2. Objective:
- You must roll a 6 (Ship) before you can get a Captain (5).
- After securing a Captain, you can then get a Crew (4).
- Once you have all three, your remaining dice count as Cargo, and their total is your score.
Each player gets up to three rolls per turn. The goal is to roll a 6, then a 5, then a 4 within those three rolls. If you fail to do so, your score for the round is zero.
3. Scoring in Ship Captain and Crew
Once you’ve successfully rolled a Ship Captain and Crew, your remaining two dice become your Cargo. The total of these two dice will be your score for that round. For Example: If your Cargo dice show a 3 and a 4, your total score for that round is 7.
4. The Point & The Hammer
As the round progresses, two key terms are often used to keep the game exciting:
- The Point: The current high score in the round is referred to as “the point.” It’s what every player is trying to beat.
- The Hammer: The last person to roll their dice in the round is called “the hammer.” You’ll frequently hear players asking, “What’s the point and who’s the hammer?” to stay up-to-date on the game’s progress.
5. Minimum & Midnight
- Minimum: The lowest possible Cargo score is 2, which is known as a “minimum.”
- Midnight: A Cargo total of 12 (achieved by rolling double sixes) is referred to as “midnight.” This term most likely comes from 12 o’clock at night on a standard clock. Sixes are also known as “boxcars.”
6. Playing for Stakes
Ship Captain and Crew can be spiced up by playing for money or drinks, depending on your preference. Here are two ways to add stakes to the game:
- Playing for Money:
- Players can ante up at the start, or each point can be assigned a monetary value.
- The player with the highest score at the end of the round wins the pot.
- Drinking Game Rules:
- Loser Drinks: At the end of each round, everyone except the winner must take a drink.
- Winner’s Choice: The winner can roll the dice to determine how many drinks the losers must take. For example, if the winner’s Cargo total is 7, the losers must each take 7 sips.
Variations of Ship Captain and Crew Drinking Game
Looking to turn Ship Captain and Crew into the wildest night of laughs and unforgettable moments? Let’s take this already fun drinking game and dial it up a notch with some crazy, innovative variations.
1. Mutiny Mode
In this rebellious version, players can “mutiny” against the leader (the person with the highest score in the previous round). Here’s how it works:
- Mutiny Declaration: Before the start of the round, any player can declare a mutiny against the leader. If they roll a Ship Captain and Crew on their first attempt (all three needed in one roll), the leader must drink the total of their Cargo dice in sips. Example: If the Cargo is 10, the leader takes 10 sips!
- Failed Mutiny: If the mutineer fails to roll a Ship Captain and Crew on the first roll, they must drink double their Cargo value.
- Mutiny Bonus: If you successfully pull off the mutiny and dethrone the leader, you get to make them the new Cabin Boy (lowest-ranking member), and they must fetch drinks for everyone until they win a round.
2. Pirate’s Plunder
In this booty-grabbing variation, players have the chance to steal drinks from their opponents with every round.
- Plundering: If you roll your Ship Captain and Crew before anyone else in a round, you’ve initiated a Pirate’s Plunder. You can “steal” points (and drinks) from any player by forcing them to take drinks equal to the total of your Cargo.
- The Plunder Curse: But be careful! If your Cargo totals to snake eyes (two 1s), you activate the Plunder Curse, meaning you have to drink double your Cargo, while all other players are free from plundering.
3. S.O.S. (Ship or Shot)
In this high-stakes variant, players face a dangerous ultimatum: get the ship, or face the drink.
- Ship or Shot: If you fail to roll a 6 (the Ship) within your three rolls, you must take a shot. No exceptions. That means after each round, someone is likely to be swigging down some heavy cargo!
- Captain’s Call: If you roll the Ship but fail to get the Captain or Crew, you can call for Captain’s Mercy. This lets you pass the drinking duty to another player — but only once per game. So use it wisely!
4. Davy Jones’ Locker
Ever wonder what happens if you don’t make it to the end of a round? This variant turns Ship Captain and Crew into a high-stakes elimination game with real consequences.
- Davy Jones’ Trap: Every time you fail to roll a Ship, Captain, or Crew after three rolls, you fall into Davy Jones’ Locker. Here’s the twist — you must sit out the next round with a drink in hand, but you can’t take any sips unless commanded by the players still in the game. The last person to join you in Davy Jones’ Locker becomes your drinking buddy and you both have to drink together until one of you is rescued by winning a future round.
- Rescue Mission: To get out of Davy Jones’ Locker, you must chug your drink and correctly guess the Cargo total of the next player’s roll. Guess wrong, and it’s bottoms up again!
5. Sea Legs Challenge
This version adds a physical twist to the game, testing how well you can hold your “sea legs” as the night progresses.
- Stagger Step: Each time you lose a round, you take a drink and must stand on one leg while rolling your dice in the next round. If you fall over while rolling or fail to balance, you take an extra drink.
- Double Trouble: If you lose two rounds in a row, you have to roll with your non-dominant hand and keep standing on one leg. If you can still manage to win the round while doing this, you get to choose another player to walk the plank, forcing them to finish their drink.
- The Captain’s Orders: The winner of each round becomes the Captain and can issue one “order” (like singing a sea shanty, doing a pirate accent, or any other funny challenge). Anyone who refuses takes a penalty drink.
6. Ghost Ship Mode
In this eerie variation, one player becomes the Ghost Captain, a spooky figure trying to sabotage the others. Here’s how it works:
- The Ghost Captain: Before the game starts, one player is secretly chosen as the Ghost Captain. Their mission? To keep other players from reaching their full Ship Captain and Crew. At the start of each round, they can curse another player by whispering “Ghost Ship” after they’ve rolled their first die. That player must drink for every failed roll during the round!
- Breaking the Curse: The cursed player can break the curse if they roll a perfect Ship Captain and Crew within their next two rolls, forcing the Ghost Captain to reveal themselves and take a shot as punishment. If they fail, the Ghost Captain stays hidden, continuing their mischievous sabotage in the next round.
- Final Exorcism: To banish the Ghost Captain entirely, all other players must score the exact same Cargo total in a single round. If they succeed, the Ghost Captain must finish their drink and sit out the next round.
7. Kraken Attack
Release the Kraken! This variation adds an element of chaotic chance to the game, with a wildcard that can appear at any moment.
- The Kraken Roll: At any point during the game, if a player rolls five of the same number on all five dice (e.g., five 2s), they’ve summoned the Kraken. All players must immediately down their drinks in a race to finish first.
- Kraken’s Wrath: The player who finishes their drink last must roll again — and if they don’t score at least one Ship, Captain, or Crew on that roll, they have to finish another drink. Yikes!
- Kraken’s Favor: But if you manage to roll the Kraken (all five same numbers) twice in one game, you get Kraken’s Favor — you’re free from drinking penalties for the next three rounds, and you can pick any player to take a penalty drink.
Strategies to Win Ship Captain and Crew
While luck is a big part of Ship Captain and Crew, a little strategy can go a long way:
- Prioritize the Ship: Without the Ship (6), you can’t do anything. Focus on rolling the 6 first, as getting it early increases your chances of a high score.
- Risk vs. Reward: If you’ve already secured your Ship Captain and Crew on your first or second roll, you might be tempted to roll for higher Cargo. But be careful — one bad roll could leave you with fewer points than you started with!
- Know When to Fold: Sometimes it’s better to settle for a low score than to risk everything for a higher Cargo total. Play smart, and don’t let greed sink your ship.
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Pirate Themed Party: Games, Drinks, and Treasure Hunts
If you’re diving into Ship Captain and Crew, why not go all in with a full-blown pirate-themed party? Setting the stage with the right atmosphere makes the game even more exciting, so here are some ideas to transform your space into a swashbuckling adventure:
1. Pirates of the Caribbean Movie Drinking Game
For the ultimate pirate party experience, play Ship Captain and Crew while Pirates of the Caribbean runs in the background, blending dice-rolling with movie-based drinking penalties.
- Roll a Midnight (Double Sixes): Whenever a player rolls a midnight (two sixes), all other players must take two drinks while shouting “Yo ho, yo ho, a pirate’s life for me!”
- The Hammer’s Call: The last player to roll their dice, known as “the hammer,” gets to assign a movie rule for the next scene. For example, everyone drinks whenever Jack Sparrow makes a witty remark or stumbles.
With this epic combo, you’ll be drinking, rolling for treasure, and channeling your inner Captain Jack. Just beware—don’t end up in Davy Jones’ locker!
2. Mini-Game Madness: Pirates Puzzle Games
In between rounds of drinking, keep the excitement alive with online pirate-themed mini-games like Pirates Treasure Hunt: Pirates Puzzle Game. The quick, interactive puzzle game can serve as fun breaks, where players can win extra drinks or escape penalties by solving riddles or finding treasure.
3. Themed Drinks and Cocktails
No pirate party is complete without grog! Create signature cocktails like Captain’s Punch or Blackbeard’s Rum Runner to match the theme. Raise your glass every time someone shouts “Arrr!” and keep the pirate spirit flowing all night long.
4. Pirate Costumes and Decorations
Set the scene with pirate flags, treasure chests, and plenty of nautical flair. Encourage your guests to dress up like pirates, and add penalties for anyone who breaks character or forgets their pirate lingo!
Hilarious Penalty Ideas for Ship Captain and Crew
What’s a drinking game without a few laughs at someone’s expense? Spice up Ship Captain and Crew with these laugh-out-loud penalties that will have everyone in stitches:
- Walk the Plank: The loser of a round has to “walk the plank” by getting up, walking in a straight line across the room while balancing a drink on their head. If it falls, they have to drink it!
- Pirate’s Parrot: The lowest scorer has to wear a ridiculous makeshift parrot on their shoulder (use a stuffed animal or a funny hat) for the entire next round while mimicking a parrot squawk every time they speak.
- Captain’s Challenge: The winner of each round gets to issue a challenge to any player. These can range from harmless (sing a song, dance, tell a joke) to more embarrassing (speak like a pirate for the next three rounds, walk around blindfolded for a minute).
- Shanty Singer: Anyone who rolls three 1s (bad luck!) must sing a pirate shanty chosen by the group before the next round begins. Bonus points if they get creative with it!
- Shipwreck Survivor: If you fail to roll a Ship in three turns, you’ve “shipwrecked.” Your punishment? Every time someone speaks to you for the rest of the round, you must answer by saying “I’m just a shipwreck survivor…” before speaking. If you forget, it’s drink time!
These penalties keep the energy high and turn the game into a performance, keeping players on their toes (and laughing through the night).
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Ship Captain and Crew Playlist: Songs to Set the Mood
A great game night isn’t complete without an epic soundtrack. Ship Captain and Crew calls for pirate anthems, sea shanties, and some tunes that make you want to swig your rum and roll those dice! Here’s a playlist that’ll have everyone ready to sail the seven seas:
Classic Pirate Tunes:
- “Hoist the Colours” (Pirates of the Caribbean)
- “Drunken Sailor” – Traditional Sea Shanty
- “Blow the Man Down” – Traditional Sea Shanty
- “The Black Pearl” (Pirates of the Caribbean Soundtrack)
- “Whiskey in the Jar” – The Dubliners
Upbeat Drinking Songs:
- “Tubthumping” – Chumbawamba (Because “I get knocked down, but I get up again…” sums up every round!)
- “500 Miles” – The Proclaimers (It’s impossible not to sing along after a few drinks.)
- “Shots” – LMFAO (When things are getting wild and you’re on round 10…)
- “Margaritaville” – Jimmy Buffett (Perfect for when the rum is flowing.)
Energetic Pirate Rock:
- “Fifteen Men on a Dead Man’s Chest” – Alestorm (for the hard-core pirate rock lovers).
- “Captain Morgan’s Revenge” – Alestorm (bring in the heavy pirate rock to match the intensity of the game).
With the right playlist, your Ship Captain and Crew game will feel like an adventure straight out of a pirate legend. Raise your glasses and let the music carry you to victory!