ROLLIT

Five-dice bar game

Ship, Captain, Crew — full rules

Ship, Captain, Crew (sometimes 6-5-4) is the five-dice game that everyone half-remembers from a bar and nobody can quite explain. The catch that makes it interesting: you must roll a 6, then a 5, then a 4, in that order, before any of your other dice count for anything.

Players

2 to 8

Equipment

5 six-sided dice

Length

About 2 minutes per round

How to play, step by step

  1. Everyone antes. Each player puts an equal stake into the pot before the first throw.
  2. Roll all five dice. You get three throws per turn, exactly like Yahtzee.
  3. Set aside the ship. You must set aside a 6 first. Until you have one, nothing else can be kept.
  4. 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.
  5. Count your cargo. Once 6-5-4 are down, the two remaining dice are your cargo. Their sum is your score, maximum 12.
  6. 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 ShipMust be claimed first
5 — the CaptainMust be claimed second
4 — the CrewMust be claimed third
Remaining two diceCargo — their sum is your score (2 to 12)
No complete 6-5-4Zero — 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.

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