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Wakasm Dot Com | Solo Boardgames and Video Game Reviews

Wakasm Dot Com | Solo Boardgames and Video Game Reviews

Wakasm Plays and Reviews Boardgames and Videogames

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Field Values and Calculations:

Field NameValueCumulative Total
ratings_my_overall_enjoyment_value9.19.1
ratings_mechanics_and_innovation_value2.411.5
ratings_artwork_and_theme_value1.412.9
ratings_replayability_value4.717.6
ratings_complexity_and_learning_curve_value3.821.4
ratings_rulebook_and_iconography_value3.825.2
ratings_affordability_price_and_value_value4.329.5
ratings_supports_solo_board_gaming_value-128.5
ratings_emotional_decay_value028.5
ratings_playtime_matters_value3.431.9

Final Total Rating: 31.9

The Crew: The Quest for Planet Nine

In The Crew: The Quest for Planet Nine, players cooperate as astronauts in a trick-taking game spanning 50 missions. Completing individual tasks and managing limited communication are key, with each mission increasing in difficulty. The focus is on playing the right tricks at the right time, not just the number of tricks.

0
out of 40
I really liked it
Table of Contents hide
What I like about The Crew: The Quest for Planet Nine
What I Do Not like about The Crew: The Quest for Planet Nine
The Crew Play Log
Wakasm's Report Card of Arbitrary Values for The Crew: The Quest for Planet Nine
Wakasm's Final Score for The Crew: The Quest for Planet Nine

October 15, 2024 by

What I like about The Crew: The Quest for Planet Nine

Unique Cooperative Trick-Taking Gameplay: I’ve always been a fan of trick taking, it’s a classic mechanic that has long existed in games like Hearts or Spades or even games like Hell (as I was taught it growing up), but I never for the life of me would have considered a cooperative take to work as well as it does.

You are 2-5 players, ahem, astronauts, tasked with with specific missions, 50 of them in fact, which revolve around each player needing to take tricks based on certain criteria. Sometimes you get to choose from a pool of suits and numbers and all you have to do is ensure you get that trick before the game is over. Other times, the requirements get very specific or complex, taking multiple tricks, needing to accomplish them in a specific order, not being able to even choose what goals you have… etc. If any player doesn’t fulfill their specific mission criteria, you fail the mission as a team.

The cooperative nature of this game is a breath of fresh air. Instead of competing against each other, or worse, the semi-cooperative team effort of living up to your partners expectations of bidding or playing the right cards for games like Hearts and Spades, you are on the same team. This aspect, mixed with things you are forced to accomplish, like taking tricks in specific orders or adopting roles with limited abilities… seem to remove a lot of the stress out of your typical trick-taking games because you all just feel in the same boat…erm… ship, space ship. P

There is almost always a solution to the puzzle at hand, very rarely after analysis is it deemed “impossible” for the team to have succeeded… yet, in play, the solutions are not always obvious, and if you mess up a particular mission, while you are letting your team down by not picking up the correct order you should have played a card or maybe misjudged a specific mission goal… the games are fast enough that you never feel horrible about it. You just pick up and try again. (This does lead to an over-inflated amount of plays though, as you can see below).

Progressive Mission Structure: While not a campaign game per say, the mission structure does follow a certain progression that builds upon itself. You can open the box, play any mission, and you’d be just fine. But if you play in order, especially with the same group of players, you’ll ultimately get better as a group, discovering communication metas and playstyles, that will give you the edge as you start to tackle the hardest missions. The campaign-like progression makes each game feel different, which will keep you engaged over multiple play sessions.

Communication Restrictions Add Intrigue: While other games have had this as a feature, the limited communication rule—players can only give hints in specific ways—adds a unique puzzle aspect that actually works well. It’s harder to gamify around (unlike games like Hanabi for instance) and it encourages players to read each other’s actions, fostering a sense of synergy and collaboration that deepens over time. You have to trust you are doing something for a specific reason or giving a hint for a specific reason, even if those reasons are unclear.

Accessible and Easy to Learn: A lot of games do have this quality, so it’s not quite unique in that regard, but the fact that it copies not from other modern board games, but from classic trick-taking card games makes a teach that much easier. Sure, the more complicated missions will test even an advanced player… there should be no issues onboarding a new player for the first few missions.

Compact and Portable: While the box is a bit bigger than it needs to be, this is just cards and some chits. A few tuckboxes is all you need to make this the perfect travel game if you want it to be.

What I Do Not like about The Crew: The Quest for Planet Nine

Difficulty Spikes: Some missions have difficulty spikes that can feel frustrating. The randomness of card deals can sometimes make a mission extremely tough or feel impossible to beat, which can feel unfair, especially if you’re progressing through the campaign. That said, the longest mission took us 11 attempts, which isn’t that bad considering that games are really fast (often 10 minutes on average). There were also certainly missions where we THOUGHT would be impossible at first glance, that we tackled on our first attempt.

Player Count Dependence: The experience can vary significantly depending on the number of players. While it works with 3-5 players, the balance is often best with four players. With fewer players, some of the missions feel too easy or don’t provide the same level of challenge and teamwork. You can play with 2, but I wouldn’t recommend it from my one experience trying that out..

Replayability Diminishes After Completion: This isn’t that big of a deal for me and also not 100% true depending on your play groups. I’m of the mindset that endless replayability is a bit overrated, it’s great when it’s there, but perfectly fine when it’s not. I love legacy games, for instance. You do lose the excitement of the harder missions as your progress culminates to the last mission… but if you found yourself playing with a brand new group of players, you could easily redo the whole thing and not feel bad about it because a lot of the meta of the game revolves around the individual group synergy vs a campaign with narration spoilers.

The Theme is Kind of Pasted On: This one isn’t too negative either (although will reflect in my score). I’m not sure thematically what could be done TO make it any better, but the theme is certainly not core to the game. It may help make abstracting out the overall goals a bit easier but this could have been a game with zero imagery and would work 100% the same.

The Crew Play Log

With my main group, here is the breakdown of all the games we played, including how many attempts each mission took and the special rules associated with it.

MissionAttemptsTotal AttemptsTasksSpecial Rules
1111
2232
31421,2
4373
5180Assign: One player takes no tricks
65133>,>>
72153Ω
811631,2,3
91170A ‘1’ must win a trick
102194
1142341, Assign: One player cannot communicate. Commander does NOT confer with other players before assigning.
125284Ω, After first trick each player blindly takes one card from the right
131290Each rocket must win one trick
143324>, >>, >>>
1513341, 2, 3, 4
162350No 9’s can win tricks
171362No 9’s can win tricks
181375
1923951
202412
2174851,2
221495>, >>, >>>, >>>>
2385751,2,3,4,5
242596
251606>, >>
2666601’s must win two tricks
272683
2816961, Ω
292710No one can lead by two tricks
301726>, >>, >>>
3117361,2,3
322757
331760Assign: Win 1 trick, no rockets
342780Commander wins 1st and last tricks, no one can lead by 2 tricks
353817>,>>,>>>
3618271,2
371834
384878
3911988>,>>,>>>
40410281,2,3
4161081Assign: Only win first and last
4241129
4311139
4411140Rockets must win in ascending order
4511159>,>>,>>>
4651200Player to left of Red 9 must win all red cards. Reveal who has the red 9 before starting
47112110
4851263Ω
49212810>, >>, >>>

Last Updated: 10/16/24

Wakasm's Report Card of Arbitrary Values for The Crew: The Quest for Planet Nine

My Overall EnjoymentScore Scale: (0-10) How I felt about the game of the game at the time of this review. You can ignore everything else after this if you want!
+9.1
0-2 | It was bad2-4 | It was okay4-6 | I liked it6-8 | I really liked it8-10 | It's really special
Mechanics and InnovationScore Scale: (0-5) Rates how innovative the game mechanics are compared to other games by using a keyword system. Highlighted keywords are words I feel best represent the game. The value is abstracted from this and not exact math.
+2.4
Too randomOverly Simplistic or ComplicatedImbalancedRepetitivePredictableConstrainedFamiliarBalancedCreativeFlexibleInnovativeIntuitiveThematicRevolutionaryRewardingElegant

Artwork and ThemeScore Scale: (0-5) Evaluates the quality and appeal of the game's artwork and how well the theme evokes emotion into gameplay.
+1.4
BasicOutdatedFunctionalMismatchedConsistentEngagingSimplisticCohesiveAtmosphericVibrantCaptivatingMasterfulCharming

Replayability and Game LengthScore Scale: (0-5) Assesses how the game stands up to multiple plays. Does it remain engaging over time? How about the game length, how does that affect the overall enjoyment?
+4.7
DisposableOverstays WelcomeEnds Too EarlyNarrowPredictableStagnantRandomAdaptableLimitedVariable PowersCommunity-supportedScenario-basedLimitlessPerfect LengthPlays FastChallenge Matrix CapableUnique AI Opponents (Solo)EndlessTime Melts Away

Complexity and Learning CurveScore Scale: (0-5) Are there issues with it's rulebook? How hard is the game to get into and how does it's complexity affect the game overall. Complexity can land on both sides of the coin depending on the game.
+3.8
OverwhelmingObtuseInaccessibleLaboriousConfusingChaoticLinearRandomConciseGradualEngagingLayeredSmoothStreamlinedMeaningful DecisionsSandboxRewards MasteryIntricateNuanced

Rulebook and IconographyScore Scale: (0-5) Are there issues with it's rulebook? How clear is the iconography and rules references? Does the publisher support a good FAQ or extra resources to learn the game?
+3.8
UnorganizedPoor IconographyConfusingDenseClutteredIcon-HeavyColor Blind FriendlyColorfulMinimalisticClearThematicAdequateGreat IconographyFAQHelpful IllustrationsComponent ListStorage InstructionsGood ReferencesPolishedIntuitiveOrganized

Affordability Price and ValueScore Scale: (0-5) How affordable is the game? Is the value there compared to the final price?
+4.3
OverpricedExpensiveOut of PrintFOMOSecondary MarketReasonable CostBudget-friendlyGreat valueStealBang for your buckFREE!

Bonus Points Playtime Matters.Score Scale: Infinite? +0.1 for every play session until 10 sessions. +0.1 for every 5 plays after that.

I have played The Crew: The Quest for Planet Nine 133 times!
+3.4
Bonus Points Supports Solo Board GamingScore Scale: (-1 - +1)? The higher the value, the better it is as a solo game! Just a little bonus since playing solo matters to me a lot, but I don't want this bias to overtake the entire review score. I may re-evalute this scale in the future.
-1.0
Negative Points Emotional DecayScore Scale: Infinitely Negative? Most games will start with this being a 0. Over time, as my tastes grow, as I play more games, as I cull my collection... it may affect my outlook on the game over time. Have I fallen out of love with game? Has a new game replaced this one? If anything like that happens, it will be updated here. I'll try to post a reason, even a timestamp, and apply a value as to why these points are being reduced. If a game starts with negative points, it may be impacted for other reasons. For instance, if the company has a really bad Kickstarter Experience, etc. I'll try to rarely let these things effect my thoughts on the game but sometimes the emotional toll can carry into my happiness with a game.
+0.0


 
0
out of 40
I really liked it
 
Wakasm's Final Score for The Crew: The Quest for Planet Nine
 

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