All table games
Five dice · three rolls
Captain's 6–5–4
Lock a 6 for the Captain, a 5 for the First Mate, and a 4 for the Crew—in that order. The last two dice aboard make your cargo score.
Seat 1 · At the helm
Captain’s 6–5–4
Local table best
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Crew order
Rolls
- 6CaptainFirst
- 5First MateIn order
- 4CrewIn order
Captain's log
Roll all five dice to begin Seat 1’s turn.
Keyboard: R rolls · 1–5 acts on a die. Gold ring = lock next; navy = held cargo.
1 · Roll
You have three rolls to assemble the crew.
2 · Lock
Select the 6, then the 5, then the 4. Hold other dice if you want to keep them aboard.
3 · Pass it on
When the turn ends, hand the phone to the next seat and see who brings in the best cargo.