Last updated: August 19, 2026
Roll five dice to secure a 6, then 5, then 4 before scoring the last two dice as cargo. Learn the rules and make smarter reroll decisions.
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Ship, Captain, Crew gives you five dice and three rolls to assemble a tiny chain of command: first a 6 for the ship, then a 5 for the captain, then a 4 for the crew. Only after securing all three can the remaining two cargo dice score. Bicycle's published rules describe this exact order and the risky choice to reroll both cargo dice. The sequence creates clear probability and push-your-luck decisions in a very short turn. Play free in your browser, complete 6-5-4, and decide whether your cargo deserves one more roll.
The first roll shows 6, 2, 2, 3, 1. The player keeps the 6 as ship and rerolls four dice. The second roll shows 5, 3, 3, 2, so the player keeps 5 as captain and rerolls three dice. The final roll produces 4, 6, 2. The 4 completes the crew, and the remaining 6 and 2 create cargo worth 8 points.
The opening roll shows 5, 4, 4, 3, 2. The player cannot keep a captain or crew because no 6 appears, so all five dice roll again. The second roll shows 6, 5, 1, 1, 1. The player now locks 6 and 5 in order. On the third roll, the three available dice fail to show 4, so the turn scores zero despite finding strong cargo values.
A player completes 6-5-4 on the second roll and has cargo dice of 1 and 3 for a total of 4. One roll remains. Since two dice average 7 and the current leader scored 8, keeping 4 cannot win. The player rerolls both cargo dice and gets 5 and 4, finishing with 9. The player must have accepted the new sum even if it had dropped to 2.
Play Ship, Captain, Crew online for free without finding five physical dice or tracking legal holds by hand. Face the computer across five rounds, lock the 6, then 5, then 4, and add each pair of cargo dice to your running total. The game keeps the three-roll limit visible. When a roll remains, compare your cargo with the average of 7 and choose whether to risk both dice.
| Version | Difficulty | Players | Typical Time |
|---|---|---|---|
| Browser Five-Round Match | Easy | 1 vs CPU | 5 to 10 min |
| Traditional Single Round | Easy | 2 or more | 3 to 10 min |
| House Multi-Round Total | Easy | 2 or more | 10 to 25 min |
Yes. Secure the 6 ship first, the 5 captain second, and the 4 crew third. One roll can supply all three in order, but you cannot save a 5 before a 6 or a 4 before both higher required values.
You score zero for that turn. High values on the other two dice do not count as cargo until you legally secure the ship, captain, and crew.
No under Bicycle's published rules. If you choose a cargo reroll, roll both cargo dice and accept their new combined total, even when that total is lower than the previous one.
Two fair dice have an average total of 7. Low totals usually invite a reroll, while high totals usually deserve a hold. Opponent scores matter more: reroll any total that cannot beat the current leader when you still have a chance.
Ship, Captain, Crew turns three rolls into an ordered race followed by a cargo decision. Lock 6, then 5, then 4, score the last two dice, and remember that a cargo reroll replaces both values for good. Use the average total of 7 as a starting guide, then adapt to the score you need. Open the free browser game and command your first roll.
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