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How to Play Ship, Captain and Crew

Ship, Captain and Crew (also 6-5-4 or Mariner) is a bar-room classic: fast, loud and with exactly one decision that matters.

The rules

  1. Five dice, three rolls a turn.
  2. You need a 6 (the ship), then a 5 (the captain), then a 4 (the crew), in that order. As soon as the next one you need appears, it is set aside; several can be set aside from one roll.
  3. Once ship, captain and crew are aboard, the other two dice are the cargo. You may hold their total or reroll both with any rolls left; the last roll stands.
  4. If three rolls pass without all three aboard, you score nothing this round.

Rounds

Both players take a turn; the higher cargo wins the round (a tie is no win). The match is the best of five rounds.

Playing on kawu

Roll and Hold buttons, or R and H. The ship, captain and crew dice turn blue as they are set aside; the cargo dice turn amber. The computer plays at three levels, and Hint shows what the hard computer would do.

Then read the strategy.

Frequently asked questions

Can I keep a 5 before I have the 6?

No. The order is strict: the ship (6) first, then the captain (5), then the crew (4). A 5 or 4 rolled before you have the ship is just rerolled with the rest.

Can I get the ship, captain and crew all in one roll?

Yes. If one roll shows a 6, a 5 and a 4, all three are set aside at once and the other two dice are your cargo straight away.

Do I have to reroll the cargo?

Never. You can hold as soon as the crew is aboard. Rerolling is optional and uses the rolls you have left; you must reroll both cargo dice together.

Last updated 2026-10-21

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