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Ship, Captain and Crew Strategy

Most of Ship, Captain and Crew is luck; the cargo decision is where you can gain. New? See the rules.

1. The odds of a crew

With three rolls you get ship, captain and crew about two times in three. Nothing to decide there: you must keep rolling until they are aboard.

2. Playing first: hold at 8

Two dice average 7. A cargo of 8 or more is above average: hold it. With 6 or less, reroll if you have a roll left. At 7, reroll with two rolls left, hold with one.

3. Playing second: play to the target

You know what you must beat. Ahead by one point? Hold. Behind or tied? Roll, since a tie wins nothing.

4. Early crew, more rerolls

Getting the crew on the first roll leaves two rerolls for the cargo, so be bolder: reroll anything under 8 on the first, under 7 on the last.

5. The computer

Hard follows these thresholds and gives the hints; normal holds at 7; easy holds at 6 or rerolls on a whim.

Frequently asked questions

When should I reroll the cargo?

Two dice average 7. Playing first, hold at 8 or more and reroll 6 or less; 7 is a coin flip. Playing second you know the target: hold the moment you are ahead, and reroll whenever you are behind or tied, because a tie earns nothing.

Last updated 2026-10-21

Play Ship, Captain and Crew now →Ship, Captain and Crew rules