The Crew: Mission Deep Sea vs The Crew: The Quest for Planet Nine: Which Should You Buy?
If you've heard people rave about The Crew, you've probably hit the same wall I see all the time: there are two of them, they look nearly identical on the shelf, and nobody tells you which one to grab. Both are Thomas Sing designs. Both are co-op trick-taking games for 2-5 players where you win or lose as a table, and both run on that one delicious rule: you can barely talk. You get a single token per mission to flip one card face up and signal it's your highest, lowest, or only card of that suit. That's your entire conversation. Everything else is reading the table and hoping your friends catch your meaning.
So what actually separates them? Structure. Planet Nine is a campaign of 50 escalating missions you work through in order. Deep Sea builds each mission fresh from a pile of 96 task cards, mixing until the difficulty hits your target, so the same level plays differently every single time. That one design choice is basically the whole decision, and I'll walk you through it.
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The Crew: Mission Deep Sea
2021 · Thomas Sing
One of the best small-box co-ops out there, and the rare trick-taker that converts people who swear they hate trick-takers. Just bring patience and sleeves.
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The Crew: The Quest for Planet Nine
2019 · Thomas Sing
One of the smartest small-box co-ops out there, and worth the $15 alone for that one delicious communication rule. Just round up three or four players and skip the two-player mode.
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The Crew: Mission Deep Sea
- Endless replayability from the task system, with 96 task cards mixing into 32 missions so two plays rarely feel the same
- Quick to teach and quick to play, roughly 20 to 40 minutes per session
- Tense, silent deduction that pays off big when a plan clicks into place
- The two-player mode needs a dummy hand and just isn't as sharp as 3 to 5
- Cards wear fast, so you'll want sleeves before long
The Crew: The Quest for Planet Nine
- The one-token communication rule creates real tension with almost no rules to learn
- 50 escalating missions give it serious legs for a tiny price
- Cheap, small, and easy to teach to trick-taking newcomers
- The two-player mode is clearly the weak version
- Random hands sometimes hand you an easy mission or an unwinnable one
The Crew: Mission Deep Sea and The Crew: The Quest for Planet Nine both sit in our Family list. See the full Family ranking to find where each one lands and what else is worth a spot on your shelf.
How they actually play
In Mission Deep Sea, you're a submarine crew, and every game starts by building your own mission. You draw task cards from a pool of 96 until the total difficulty hits your target number, and each player has to win specific cards in specific ways. Then the silence kicks in. One sonar token per game, a lot of meaningful looks, and that gorgeous moment when a plan clicks into place without anyone saying a word. Because the tasks reshuffle every time, two plays at the same level rarely feel alike.
Planet Nine is the original, and it plays the same at the card level: follow suit, highest card wins the trick, nobody scores points. The difference is the mission book. You're flying toward Planet Nine through 50 missions that escalate in order, each handing the table a shared set of goals. Win the trick with this card. Make sure that player takes that one. It's a ladder you climb together, and real players report being forty plays in and still stuck around mission fifteen, which tells you how much game hides in that tiny box.
Complexity and learning curve
Honestly, this one's a wash, and that's a compliment to both. They're each rated Light-Medium, they're both quick to teach, and if someone at your table has ever played Hearts or Euchre, they already know the bones. Planet Nine is especially friendly for trick-taking newcomers since the early missions ease you in one goal at a time, and the communication rule adds real tension with almost no extra rules to learn.
Deep Sea asks for one more small step up front: building the mission from task cards before you play. It's not hard, just a touch more setup thinking than opening a book to mission twelve. The lovely thing about both is how they convert skeptics. People who swear they hate trick-takers keep falling for these, because the puzzle is the draw, not the suits.
Replayability and table presence
This is where the two boxes split. Deep Sea's 96 task cards mix into 32 mission setups, so the replay value is close to endless. Once Planet Nine's 50 missions are done, they're done, and random deals occasionally hand you a cakewalk or a flat-out unwinnable brick along the way. Fifty missions is still serious legs for the price, don't get me wrong, but Deep Sea is the one you can keep pulling off the shelf for years.
Player count matters more than which version you pick. Both technically play 2-5, but the two-player mode in each leans on a dummy hand and everyone agrees it loses its bite there. These games sing at three or four, when the table goes quiet and someone's throwing a desperate look across it. One more practical note on Deep Sea: the cards wear fast, so budget for sleeves early. And in both games, one player misreading the board can sink the whole table, which is the tension and the frustration in a single package.
If you're only buying one, I'd point most people to Mission Deep Sea. It rates a hair higher, and the task-building system means it basically never runs out of new puzzles, which matters for a game this easy to replay. Planet Nine is the better pick if you love a finish line: it's cheap, it won the Kennerspiel des Jahres, and working through 50 escalating missions with the same three or four friends is a genuinely satisfying campaign. Trick-taking newcomers may also find Planet Nine's gentler mission ramp the friendlier front door. Either way, round up a third player, because the two-player mode is the weak spot in both boxes.
Buy Deep Sea for a puzzle you'll replay forever, Planet Nine for a bargain campaign you'll finish with friends.