Ship, Captain, and Crew Score Sheet
Dice Dedicated scorecardA free Ship, Captain, and Crew score sheet in Doodle Score.
Who goes first?
Settle it before the Ship, Captain, and Crew argument starts. Pick how many players, add names if you like, and spin.
Keeping score too? Doodle Score remembers your players and tallies every round.
How to score
- Once 6-5-4 are set aside, the other two dice are cargo — their sum is your score.
- You may stop after any roll once you have a crew. Miss 6-5-4 in three rolls: 0.
How to play
- Five dice, three rolls. You need a 6 (ship), then 5 (captain), then 4 (crew), in that order.
Questions
Can I keep a 5 before a 6? No. Ship (6) first, then captain (5), then crew (4). Extra 6s after the ship can be cargo.
Do I have to use all three rolls? No. If the cargo is high, bank it. Another roll can improve cargo but can also wreck the ship.
Set Up in Doodle Score
Ship, Captain, and Crew has a dedicated scorecard in Doodle Score — everything is pre-configured including score tracking, validation, and special rules.
Download the app, tap New Scorecard, and choose Ship, Captain, and Crew.
Game Identity
- Name: Ship, Captain, and Crew
- Player Count: 2–8 players. Standard: 3–5.
- Teams: No teams. All players compete individually.
- Theme: Pub dice game where players must first roll a 6 (Ship), 5 (Captain), and 4 (Crew) before scoring with the remaining two dice.
Scoring Mechanics
- Scoring Variant: Accumulative — scores grow over a fixed number of rounds.
- Target Score: Typically 5 rounds. Highest total score wins.
- Unit of Scoring: Score from remaining two dice per turn (2–12), or 0 if prerequisites not met.
- Lower vs. Higher: Higher score wins.
Rules & Validation
Turn Structure
- Each player rolls 5 dice up to 3 times per turn.
- Prerequisites (must be set aside in order):
- Ship (6): Must be set aside first. Until a 6 is claimed, no other prerequisites can be secured.
- Captain (5): Must be set aside after the Ship. Requires a 6 already set aside.
- Crew (4): Must be set aside after the Captain. Requires 6 and 5 already set aside.
- Once all three prerequisites are set aside, the remaining two dice are the player's score (sum of their faces).
- The player may choose to re-roll the two remaining dice with any remaining rolls to try for a higher score — but must keep the last result.
- If a player cannot set aside the 6, 5, and 4 in order within 3 rolls: score = 0.
Validation Rules
- Score for a turn is either the sum of the two remaining dice (2–12) or 0.
- Prerequisites must be fulfilled in strict order (6 → 5 → 4).
Special Actions / Bonuses
- Shipwreck: Failing to complete all three prerequisites in 3 rolls = 0 for the turn.
- Captain's Choice: If all three prerequisites are set in roll 1 or 2, the player may re-roll the crew dice up to the remaining rolls for a better score.
Win Conditions
- Condition: After the agreed number of rounds (standard: 5), the player with the highest cumulative score wins.
- Tie-Breaker: Tied players play one additional round each; highest score in the tiebreaker round wins.
Common Ship, Captain, and Crew rules questions
The arguments that come up at the table, answered from the official rules. Where house rules differ, we say so.
Do you have to get the 6, 5 and 4 in order?
Yes. You need the 6 before the 5 and the 5 before the 4. A 5 rolled before you have a 6 can't be kept.
Can you re-roll your cargo?
Yes. Once you have all three, you can re-roll the last two dice with any rolls you have left, but you must keep the last result.
What if you don't get all three?
You score 0 for that turn.
Can you keep a 6 and a 5 from the same roll?
Yes. If one roll gives you 6, 5 and 4 together, you can keep them all at once.
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