The Crew Goes Underwater with Mission Deep Sea, and Improves on 2019’s Award-Winning Board Game

The Crew: The Quest for Planet Nine was a big hit two years ago, winning the Kennerspiel des Jahres award (Experts game of the year) in 2019 for its novel take on trick-taking games: All players work together, without communicating, to achieve specific goals, like for one player to win all of the tricks, or for another player to end up with no cards of a certain color. It played out over a series of increasingly difficult challenges, with the first few more like training games, and wasn’t designed for players who want to just jump in and play a few rounds of a “normal” game.
The sequel game, The Crew: Mission Deep Sea, offers just modest changes to the original, but those modest changes produce a game that’s easier to play without its convoluted story, and the challenges involved this time around are both more interesting and more fun. It’s still the same game at heart, with mechanics that should be familiar to anyone who’s played bridge or hearts or any of the hundreds of other trick-taking games out there (I suggest Fox in the Forest if you’re looking for a simple two-player example), but I found this much easier to enjoy than the original.
The Crew: The Quest for Deep Space Nine—sorry, I can’t help it, I have been calling it that by mistake for months—has a deck of 40 cards, nine cards in each of four colors, numbered 1 through 9, plus four submarine cards numbered 1 through 4 that serve as trumps. You must follow suit if possible, and the high card in the lead card’s suit wins the trick unless someone else plays a submarine card to trump it.