Books and games, charted the way I chart everything else. 10 games logged · 10 books logged
Reid's Notes

Board Game

The Crew Made Trick Taking Make Sense to Me Finally

★★★★☆

March 2, 2026 · by Reid Callahan

Cover art for The Crew: The Quest for Planet Nine

I never got trick taking games. Grew up around family Euchre and never once understood why people were excited about it, felt like a card game wearing a math test as a costume. The Crew fixed that for me and I genuinely didn’t expect it to. Same basic bones, follow suit if you can, highest card of the led suit wins the trick unless a rocket trump is played, but layered over that is a mission card each round assigning specific players specific tasks, like you personally need to win the trick containing the pink nine, and nobody can talk about their hand beyond one limited communication token.

The no talking rule is the whole engine. You’re trying to signal intent through card play alone, holding back a card you need for later, leading a suit to test who’s got what, and the tension of trying to communicate without words is closer to actual team coordination under a deadline than almost any game I’ve played that wasn’t literally my job. It comes with a campaign structure, missions ramping in difficulty across a numbered envelope system, and the difficulty curve gets legitimately brutal by the back half. My triage read early on was this is cute, and by mission thirty something I was fully wrong, this thing has teeth.

Setup and teardown live inside a deck box, no board, no tokens beyond a few small tiles, which matters a lot to me. Where it loses ground on my downtime clock is within a hand itself, once a mission is dealt you’re locked into that attempt, no pausing mid trick without losing the thread of who’s holding what, so it’s better suited to a full uninterrupted stretch than the stop start rhythm most of my shifts run on. I’ve had to restart missions after a bad interruption more than once.

Two to five players, plays fast once you know the rules, and it rewards the kind of quiet deductive thinking I didn’t expect to enjoy this much from a card game. Docking half a point for how badly it punishes getting pulled away mid mission, otherwise this would be higher.

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