Quick Peaks – The Crew: Mission Deep Sea, Fantasy Brewers, Bites, Ace of Spades: Call of the Zombie, Ready Set Bet

The Crew: Mission Deep Sea - Joseph Buszek
Despite my aversion to both cooperative and limited communication games, I really enjoyed The Crew: The Quest for Planet Nine when it was released, mostly because I love new innovations on the trick-taking mechanic, and it definitely delivered in that aspect. However, I didn’t get it to the table that much because, despite the clever gameplay, I found it worked best when you could play through several missions with the same group of players, following the recommended mission difficulty progression. For me, trick-taking games are usually more enjoyable as a quick filler game. Once you pass a half an hour, most at the table have had their fun and are ready to move on. This is where The Crew sequel, Mission Deep Sea, comes in.
While The Crew: Mission Deep Sea still has a mission-based logbook and follows the same standard rules as its predecessor, it’s the task cards for each round that are, literally, game-changing. In the original, the task cards were all the same difficulty: some combination of color and number, which you had to win in a trick. The difficulty was ramped up by the number of tasks and task tokens (which changes the order to win…
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