The Crew: The Quest for Planet Nine Review: We Finally Finished All 50 Missions
A The Crew: The Quest for Planet Nine review by wakasm
As of June 23rd, 2026, my game group has finally completed all 50 missions of The Crew: The Quest for Planet Nine. It took us over 2 years of playing it on and off to do it. Not because the game is that long, because it really isn’t, but we would play a bunch of missions, put it away, come back to it months later, play a bunch more, etc. We eventually got there.
And it was a little bittersweet. I know that sounds dramatic for finishing a small card game about taking tricks in space, especially when the space part barely matters, but this was something our group had been working through for a LONG time. Now it is done. I have a full tracking log posted with every mission and our results, including all of the failures, so you can actually see which ones destroyed us and which ones we somehow walked through on the first try. Needless to say… the play count on this one is a bit inflated.
We haven’t decided if we are going to move onto one of the other Crew games yet. I think we probably will eventually, but I also don’t feel like we need to immediately turn finishing a 2+ year game into starting another 2+ year game. Let us enjoy being done for a minute.
What is The Crew: The Quest for Planet Nine?
- The Crew is a cooperative trick-taking game for 2 to 5 players, although I strongly prefer it with four.
- The campaign contains 50 missions that gradually introduce harder objectives and new restrictions.
- Players must collectively complete specific tasks, usually by making sure the correct player wins a particular card in a trick.
- The highest card of the led suit normally wins, while rocket cards act as trumps.
- Most missions restrict communication. Each player can usually communicate limited information about one card by revealing it and showing whether it is their highest, lowest, or only card of that suit.
- Some tasks must be completed in a particular order, while others introduce special rules, roles, or communication limits.
- If the group fails a mission, it can immediately deal again and retry it.
I’ve always liked trick taking games. Hearts, Spades, Hell (at least that is what I was taught to call it growing up), etc. But I never for the life of me would have thought cooperative trick taking would work as well as this does. It almost sounds like someone took the part of trick taking that already causes arguments, where you are silently wondering why someone played THAT card, then made an entire cooperative game around it.
Which sounds like it should be awful. Somehow it isn’t.
What I like about The Crew: The Quest for Planet Nine
Cooperative trick taking actually works
The main difference between The Crew and your normal trick taking game is that you aren’t trying to beat each other. Every player gets a specific job that needs to happen, usually that a certain player needs to win a certain card. Sometimes you get to choose those goals. Sometimes you don’t. Sometimes one person needs to win multiple specific cards, or the cards need to be won in a certain order, or there is another rule layered on top because apparently the game decided the normal version wasn’t making you feel dumb enough yet.
If any player fails their goal, everyone loses.
I think being on the same team actually removes some of the stress of a traditional partnership trick taking game. You are no longer trying to live up to your partner’s expectations about bidding correctly or playing the exact card they thought you should play. You can still play the wrong card and let everyone down, obviously, but now everyone is in the same boat… erm… ship, space ship. And since the missions are so short, nobody has time to be mad about it. You deal the cards again and try to figure out what you all missed.
You learn how your group thinks
The communication rule is probably the part that makes the game work. You can normally show one card and give a very specific bit of information about it, that it is your highest card in that color, your lowest, or your only card. You can’t explain WHY you are showing it or what you want people to do with that information. They have to figure that out.
If you play with the same people long enough, you start to develop a group language. Not an actual language, because I think that starts to break the point of the game, but you learn how people play and what sort of things they normally notice. You have to trust that someone is playing a card for a reason, even if you have no idea what that reason is yet.
I have played Hanabi with people who gamed the communication system so hard that it stopped feeling like the same game. The Crew is harder to do that with. I am sure people CAN, people will optimize the fun out of anything if you give them enough time, but our group never really reached that point. We got better at understanding each other without turning every clue into some prewritten code.
It isn’t really a campaign, but it sort of is
The Crew isn’t a campaign game in the normal sense. There are no stickers, destroyed cards, branching story, or real spoilers. You could open the book to mission 37 and play it if you wanted to, although I am not sure why you would do that to a new group.
But there is a progression to it. The first missions teach you how the game works, then it slowly adds new requirements and starts combining them. More importantly, the group gets better together. You start recognizing which goals are dangerous, when a certain card needs to be protected, and when someone is obviously trying to communicate something even though you aren’t quite sure what it is. It isn’t just teaching the rules, it is sort of training the group.
I think that is why playing it with the same people matters. You can swap people in and out and the game will still function, but you lose some of that progress that exists outside of the mission book.
Losing doesn’t feel that bad
Most of the time, after you lose, you can look back and find the exact spot where things went wrong. Someone played a card too early, misunderstood why another person gave a clue, or didn’t realize one of the ordered goals was about to become impossible. Very rarely did we look at a finished game and think there was absolutely nothing we could have done.
There are bad deals. I don’t want to pretend every mission is some perfect puzzle where the solution was always sitting there waiting for us. Sometimes the cards just make your life miserable. But a mission might take around 10 minutes, sometimes much less if you screw it up fast enough, so even a terrible loss isn’t that painful.
Our longest one took 11 attempts. That sounds bad, but I have spent longer losing one game of plenty of other board games. Here, we just added another play to the log and tried again. Classic mistake if anyone is using play count as a meaningful statistic.
It is pretty easy to teach
The Crew is taking most of its rules from classic card games instead of asking people to learn a bunch of modern board game systems. If you already understand trick taking, most of the game is already familiar. If you don’t, the early missions are simple enough to teach it.
That doesn’t mean the entire game is easy. The later missions will make experienced players stare at a hand of cards like they have never seen numbers before. But getting someone through the first few missions shouldn’t be a problem.
It is also mostly cards and a few chits. The box is bigger than it needs to be, but you could throw everything into a few tuckboxes and have a very portable game if you wanted. Not a major positive, but I like when a game gets this much play without needing a 20 pound box full of miniatures.
Finishing all 50 missions felt like an accomplishment
We played this for over 2 years. Again, that is not 2 straight years of The Crew, we aren’t crazy, but it was something we kept coming back to with the same group. Completing it felt like we had actually finished something together.
The last mission was also surprisingly not that bad. I expected mission 50 to be the hardest one, because that is normally how these things work, but I think mission 49 was probably worse for us. In general, anything involving the >, >>, and >>> ordered goals tended to give us the most trouble. Our brains apparently did not enjoy needing to win specific cards AND remember that everyone had to do it in the right order.
Part of me wanted the final mission to be one last horrible wall, but I think I am glad it wasn’t. We had already put the work in. We got to finish.
What I don’t like about The Crew: The Quest for Planet Nine
The difficulty is all over the place
Some missions have pretty big difficulty spikes. The card deal can make something feel impossible, then you deal again and suddenly the same mission is barely a problem. We also had missions that looked completely impossible when we first saw the goals and then we beat them on our first try.
I don’t know if this is really fixable. It is a card game, so the cards are going to matter. But it does make the difficulty curve a little weird, especially when a random mission in the middle stops your group longer than the missions near the end. Mission 49 can go to hell.
That said, our longest mission was only 11 attempts, and these aren’t long games. So even this negative has a fairly small impact on how I feel about it.
I think four players is the sweet spot
The game works at different player counts, but I think four is where it works best. With fewer players, some missions felt easier and you lose a bit of the teamwork that makes the whole thing interesting. I tried it with two players once and I wouldn’t recommend it based on that one experience.
To be fair, that was one play. Maybe someone who really likes the two player rules can tell me why I am wrong, but I would never tell someone to buy this mainly as a two player game. Three can work. Four is better. I haven’t played enough at five to have a strong opinion there.
The theme is pasted on
I don’t remember the story of our trip to Planet Nine. I remember mission numbers. I remember bad hands. I remember someone playing a card and the rest of us realizing one trick later what they were trying to do. The space theme gives the mission book something to talk about, but it has almost nothing to do with how the game actually plays.
I am also not sure what they could have done differently. This is a trick taking card game, it doesn’t need a deep story, and the theme probably makes the abstract goals a little easier to present. But this could have had almost no artwork and worked exactly the same. It doesn’t ruin anything, it just isn’t getting extra points for theme.
I don’t know how much we will replay it
Now that we are finished, I don’t know how often this exact group will go back to it. We could replay any mission, but part of the fun was slowly working our way toward mission 50. That part is gone now.
I also think endless replayability is overrated. I love legacy games. I am completely fine with a game giving me a full experience and then being done. And The Crew doesn’t have story spoilers or permanently changed components, so I could start it over with a new group and have a very different experience. A lot of the game revolves around the people and how they learn to communicate with each other.
So replayability goes down after finishing it, but I don’t think that is some horrible flaw. We got more than 2 years out of a small box of cards. I think we are good.
Final Thoughts about The Crew: The Quest for Planet Nine
I went into The Crew: The Quest for Planet Nine liking trick taking games but not understanding how a cooperative version would really work. Now, after 50 missions and a stupid number of logged plays, I think it is one of the better cooperative puzzle games I have played.
It isn’t perfect. The difficulty jumps around, the theme barely exists, and I think the player count matters more than the box probably wants you to believe. But the central idea works. More importantly, it kept working for over 2 years with the same group. We got better at the game, but we also got better at understanding each other, and I don’t think you get that out of every cooperative game.
I am curious about The Crew: Mission Deep Sea, but I don’t know if we want to jump directly into another box of missions yet. I am also curious about the family version for playing with my son, although since I don’t like the original at two players, I need to look into whether that actually fixes the part I would need it to fix. Buying a “family” version that still isn’t great for the two family members playing it would be a very me thing to do.
For now, I am happy we finished it. Also a little sad that it is finished. Both things can be true.
Do I Recommend The Crew: The Quest for Planet Nine?
Yes. I especially recommend it if you have a consistent group of four people who already like trick taking, or at least don’t mind failing while everyone learns how the group thinks. I would be much more cautious if you mainly play at two, because from my limited experience, that isn’t where the game is at its best.



























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