Players
2 to 8
Equipment
5 six-sided dice
Length
About 2 minutes per round
How to play, step by step
- Everyone antes. Each player puts an equal stake into the pot before the first throw.
- Roll all five dice. You get three throws per turn, exactly like Yahtzee.
- Set aside the ship. You must set aside a 6 first. Until you have one, nothing else can be kept.
- Then the captain, then the crew. With the 6 down, set aside a 5, then a 4. They must be claimed in that order — a 5 rolled before your 6 does not count.
- Count your cargo. Once 6-5-4 are down, the two remaining dice are your cargo. Their sum is your score, maximum 12.
- Highest cargo takes the pot. Players who never complete 6-5-4 in three throws score nothing. Ties split, or roll off.
What each die means
| 6 — the Ship | Must be claimed first |
| 5 — the Captain | Must be claimed second |
| 4 — the Crew | Must be claimed third |
| Remaining two dice | Cargo — their sum is your score (2 to 12) |
| No complete 6-5-4 | Zero — you are out of the round |
The one rule people always get wrong
Order is absolute. If your first throw is 5-5-4-4-3 you have kept nothing, because you have no 6. Beginners constantly set aside a 5 on throw one and then argue about it. Claim in order, every time.
Should you keep a 12 or re-roll?
If you complete 6-5-4 on your first throw and your cargo is 8 or better, most players stand. Below 8 with a throw in hand, re-roll both cargo dice — the average of 2d6 is 7, so you are trading a below-average score for a fresh draw at the mean.
If you complete 6-5-4 only on your third throw, your cargo is whatever it is. That is the game.
Odds worth knowing
- Chance of rolling 6, 5 and 4 all on the first throw of five dice: roughly 1 in 5.
- Chance of completing 6-5-4 at all within three throws: roughly 3 in 4.
- So about a quarter of players score nothing in a given round — pots build fast.
- Average winning cargo at a four-player table sits around 9.
Common variants
- Loser buys — instead of a pot, lowest cargo pays for the round.
- Cargo 12 pays double, or ends the round immediately as an instant win.
- 'Rat race' — dice that fall off the table are dead for the throw.
Frequently asked questions
Can you keep a 5 before a 6 in Ship Captain Crew?
No. The 6 must come first, then the 5, then the 4. Anything claimed out of order does not count.
What is the highest score in Ship Captain Crew?
Twelve — a completed 6-5-4 plus double sixes as cargo.
How many rolls do you get?
Three throws per turn, and you may re-roll any dice not yet claimed as ship, captain or crew.
Keep playing
Roll five dice online, or browse the full dice game rules library and our free dice tools.