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Highly developed game-play where you work as a team to achieve goals ("tricks"). One of our children is still quite young, and struggles to understand the mechanics. Still a great game which we will wait a while before playing all together.
It took a little time at the start to understand the rules. Now this is our favourite game. It's great to play such a collaborative game. And we love the way you just pick up next time where you left off.
Warning this game is highly addictive! Everyone we have played it with has loved it. We love that it is collaborative and that we all work together! There are so many different variations to this game that you never get bored! By this game and have evenings full of entertainment and fun with your friends! The other thing we love is that the game gets harder and harder as you go and that as you progress through each level you learn new skills! It’s a lot of fun!
Digesting the instructions is really a challenge. Perhaps it is just me, as I don't see much negative review about it, but in my opinion it does not follow logical order. As you read it, you have always questions about something that's missing. You have to read the instructions forward, backwards, and forward again to have a slight understanding of what's going on. The instructions are also contradictory. For example, on page 8 it says "shuffle the 40 large playing cards and distribute them equally to all crew members." Then it says "put a reminder card for everyone at the ready". The reminder cards are part of the 40 cards that were previously shuffled and distributed. How can they be "at the ready" for everyone? Also, who uses term "at the ready"? I suggest to take "Exploding Kittens" as an example of how instructions should be organized. I understand that The Crew is more complex, but does not mean the instructions have to be complex. The instruction writing and translation was probably outsourced, or it was done by an intern. In any case, it is bad. The game in itself is probably fun, but we have not played yet, because after having read the instructions for 40 minutes, we all lost interest.
I found this a light and enjoyable trick taking game easy to setup and play, however the feeling was not shared amongst other players in my group. Particularly, competitive players may find this co-operative game unenjoyable as it is often obvious at what point a round was lost, particularly if you play with only 2 players.
Also, the theme is not particularly strong, so the link between the missions and the tricks you have to perform may not be that obvious. If space is not something you find interesting you may not really enjoy this game.
Finally, the 'no communicating' rule during an otherwise social activity drew a fair amount of criticism, especially given how little social activity we've had due to the coronavirus pandemic.
For me, it did not live up to the hype and it was a definite miss from my gaming group. However, it is not a particularly expensive purchase, and comes nicely packaged so maybe it will work better for you.
I remain hopeful that I will be able to revise my review upwards in future and will revise this review if necessary.
On our group board game nights this has been the main game we have played for the last 4 times. It's such a simple concept but each round doesn't take long to resolve (and you can fail quite easily) and requires real group cooperation. Nobody can dominate and make all the decisions and it's easy to mess up a task by not thinking through what is needed or to think you've got no way to accomplish the task and a way then opens up you hadn't foreseen.
There are 50 scenarios to be completed in order but game is set up with a tick system by each task so multiple different groups can work through the challenges simply recording where they get up to. You cannot complete all the tasks in one session (4th time we are at 27) as each task gets a little trickier and takes potentially more tries to overcome. Real sense of accomplishment when you get past a task as a team.
Needs to be played with groups of 3 or more - you need the doubt of knowing what cards the other players have to make this work well - in two player you can deduce it quite obviously. 4 works great for us.