Ship Captain Crew Rules
Roll a 6, a 5 and a 4 in three rolls, then score your cargo: how to play Ship, Captain and Crew.
Roll a 6, a 5 and a 4 in three rolls, then score your cargo: how to play Ship, Captain and Crew.

Ship, Captain and Crew is a quick dice game for two or more players, played with five dice. On your turn you have three rolls to find a 6 (the ship), a 5 (the captain) and a 4 (the crew), in that order. Get all three and the other two dice are your cargo: their total is your score. Miss and you score nothing. The highest score at the end of the round wins. It is also known as Ship of Fools, 6-5-4, Cap’n, Bos’n, Mate, Clickety Clack and Destroyer, and it has long been a favourite bar game. This guide covers the Ship Captain Crew dice game rules, a worked turn, when to reroll your cargo, the common variations and the exact odds.
| Ship, Captain and Crew | |
|---|---|
| Players | 2 or more; it is often played in groups of five or more. |
| What you need | 5 ordinary six-sided dice. |
| Ship, captain, crew | 6 = ship, 5 = captain, 4 = crew. They must be banked in that order. |
| Rolls per turn | Up to three. |
| Score | The total of the two cargo dice (2 to 12). No ship, captain and crew = 0. |
| Goal | Highest score after everyone has had a turn. Ties roll again. |
| Ages | Bicycle lists it for 8 and up. |
When everyone has had a turn, the highest score wins. If two or more players tie, each of them takes one more turn until there is a single winner. The next round is started by the player to the right of the previous starter.

In bars the game has its own vocabulary. The best score so far in a round is the point, and the last player to roll is the hammer, so you will hear “What’s the point and who’s the hammer?” A score of 2 is a minimum, and a 12 (two sixes in the cargo) is often called midnight.
| Variation | How it works |
|---|---|
| One shake to beat it | If the leader scored in a single roll, the players after them also get only one roll to beat the point. |
| Antes and a pot | Everyone puts the same amount into a pot before the round; the winner takes it, and on a tie the pot can carry over to the next round. |
| Points as stakes | Instead of a pot, players settle up by a set amount per point of difference. |
| Winner starts | The winner of the last round starts the next one, instead of the player to the right of the last starter. |
| Mate instead of crew | Some groups call the 4 the “mate” and the two cargo dice the “crew”. The play is the same. |
If you make ship, captain and crew early, you have to decide whether to keep your cargo or roll it again. Two dice average 7, so:

The single-turn figures are exact, worked out over every possible roll. The seat figures come from 80,000 simulated rounds for each table size, with the first player playing for the best average and everyone after them playing to beat the point.
If you like Ship, Captain and Crew, try Farkle, another game of banking dice and deciding when to stop, or Liar’s Dice, the bluffing classic played from cups. For bigger groups, see Left Right Center and Bunco; for a casino dice game, craps.
Another quick dice game: Pass the Pigs, plus the classic Pig dice game.
After going through several successful experiences with several industry pioneers, Fadi Hayek has managed to excel in the world of content for online gaming by providing unique content for several projects that allowed him to obtain the necessary experience to launch his career. Last but not least, Fadi also holds several certificates, including but not limited to content marketing and iGaming.