Ship, Captain, and Crew is a simple dice game where players try to roll a 6 (ship), 5 (captain), and 4 (crew) in that order to score points based on the remaining two dice (the cargo). Players have up to three rolls per turn to achieve the specific sequence.
Ship, Captain, and Crew Dice Game

Game Components
The Ship, Captain, and Crew dice game requires five six-sided dice, and the primary objective is to roll a 6 (the ship), a 5 (the captain), and a 4 (the crew), in that order, to score points. The two remaining dice are considered the “cargo” and their sum is added to the player’s score after the ship, captain, and crew are achieved.
Dice: Five standard six-sided dice are used in the game.
Ship (6): The first special number to roll.
Captain (5): The second special number to roll, after the ship.
Crew (4): The third special number to roll, after the captain.
Cargo: The remaining two dice after the ship, captain, and crew have been rolled. Their values are added to determine the player’s score.
Score: The total value of the cargo dice is added to the player’s score after they have successfully rolled the ship, captain, and crew.
Players: The game can be played with two or more players.
Turn: Each player gets up to three rolls per turn to achieve the required dice combinations.
Ship Captain and Crew Dice Rules
Ship, Captain, and Crew is a dice game where players aim to score points by rolling a 6 (ship), 5 (captain), and 4 (crew) in that order, using five dice. The remaining two dice (the cargo) determine the score. Players get three rolls to complete the sequence, and the highest score after a set number of rounds wins.
Gameplay Rules
- Each player rolls the dice up to three times per turn.
- On each roll, players must set aside the 6 (ship), the 5 (captain), and the 4 (crew) if rolled, in that order. They cannot keep the 5 or 4 until the 6 or 5 respectively is rolled.
- If a player successfully rolls a 6, 5, and 4 (in that order), they can then add up the values of the remaining two dice to get their score (the cargo).
- If a player fails to roll a 6, 5, and 4 within their three rolls, they score 0 for that turn.
- If a player rolls a 6, 5, and 4 before using all three rolls, they can choose to reroll the remaining dice to try and get a higher score, but they must accept the new total even if it’s lower.
Scoring
After the third roll, players score their turn based on the values of the remaining two dice, which represent “the ship’s cargo.” If a player fails to roll a 6, 5, and 4 in their three rolls, they score zero points for that round. The player with the highest score at the end of each round wins the gold booty pieces and also becomes the starting player for the next round.
Variations
Ship, Captain, and Crew can be played in various modes, including single player mode, multiplayer mode, and even against the computer. This versatility allows for different gaming experiences, making it suitable for different preferences and situations.
How to Play Ship Captain and Crew
To play the Ship Captain and Crew Dice Game, you will need five standard 6-sided dice and a way to keep score. You can use a pen and paper, a smartphone app, or a dedicated scorepad.

Before the game begins, decide how many rounds or points you want to play. A standard option is to play five rounds, but you can also set a lower or higher number or a target score. To determine who goes first, each player rolls one die. The player with the highest number starts the game, and the play proceeds clockwise. If there is a tie for the highest number, the tied players roll again until one gets a higher number.
On your turn, you roll all five dice at once. You can then set aside any dice that are part of the ship, the captain, or the crew, and either end your turn and bank your points or roll the remaining dice again to try to score more points. You can roll up to three times per turn.

However, if you roll the dice and none are part of the ship, the captain, or the crew, you lose all the points you accumulated on that turn, and your turn is over. This is called a “bust” or a “Farkle.”
You must roll a 6 (the ship), a 5 (the captain), and a 4 (the crew) with three dice in that order to score. The remaining two dice are the cargo, and their sum is your score for the round. For example, if you roll a 6, a 5, a 4, a 3, and a 2, your score is 5 (the sum of the cargo).
Scoring
The dice can score points differently, depending on the number and combination of dice. Here are the most common scoring rules:
- A 6 is the ship and must be rolled before the captain and the crew, worth 0 points.
- A 5 is the captain and must be rolled after the ship and before the crew, worth 0 points.
- A 4 is the crew must be rolled after the ship and the captain, which is worth 0 points.
- The remaining two dice are the cargo, and their sum is your score for the round. For example, if you roll a 6, a 5, a 4, a 3, and a 2, your score is 5 (the sum of the cargo).
Some variations of the game may have different or additional scoring rules, such as:
- A 1, a 2, and a 3 are the ship, the captain, and the crew instead of a 6, a 5, and a 4.
- A pair of 1s or 5s in the cargo is worth 100 points instead of their sum.
- A straight of 1-2-3-4-5 or 2-3-4-5-6 in the cargo is worth 500 points instead of their sum.
- Rolling five of the same number in one roll is an instant win.
You can agree on the scoring rules before the game starts or use a standard set of rules.
How to Win Ship Captain and Crew
The game ends when one player reaches or exceeds the target score or when the agreed number of rounds is completed. The player with the highest score at the end of the game is the winner.
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