Five dice on a green felt table: a six, a five and a four set aside in a row as the ship, captain and crew, and two cargo dice just rolled beside a player’s hand, with a leather dice cup behind
Ship, captain and crew banked: now the two cargo dice are the score.

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 Crew Rules at a Glance

Ship, Captain and Crew
Players2 or more; it is often played in groups of five or more.
What you need5 ordinary six-sided dice.
Ship, captain, crew6 = ship, 5 = captain, 4 = crew. They must be banked in that order.
Rolls per turnUp to three.
ScoreThe total of the two cargo dice (2 to 12). No ship, captain and crew = 0.
GoalHighest score after everyone has had a turn. Ties roll again.
AgesBicycle lists it for 8 and up.

How to Play Ship Captain and Crew

  1. Roll all five dice. If there is a 6, set it aside: that is your ship.
  2. Bank in order. A 5 (captain) only counts once you have a ship, and a 4 (crew) only once you have both a ship and a captain. They can all come in the same roll: a roll of 6, 5, 4 banks all three at once. But a 5 or 4 that turns up before the 6 has to be rolled again.
  3. Keep rolling the rest. You get three rolls in all. Each time, roll only the dice you have not banked.
  4. Count your cargo. Once the 6, 5 and 4 are banked, the other two dice are your cargo, and their total is your score.
  5. Reroll the cargo if you like. If you made 6-5-4 with rolls to spare, you may reroll both cargo dice to try for a higher total, but you must keep whatever the new roll shows, even if it is lower.
  6. No 6-5-4 after three rolls? You score zero for the round.

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.

One turn of Ship, Captain and Crew: roll 1 is 6, 4, 3, 3, 1, so the 6 is banked but the 4 does not count yet; roll 2 with four dice is 6, 5, 4, 1, so the 5 and 4 are banked; the leftover 6 and 1 are cargo worth 7 points, and with one roll left a cargo of 7 or more is kept
A 4 that comes before the captain does not count: it goes back in the cup.

The Point and the Hammer

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.

Ship Captain Crew Variations

VariationHow it works
One shake to beat itIf the leader scored in a single roll, the players after them also get only one roll to beat the point.
Antes and a potEveryone 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 stakesInstead of a pot, players settle up by a set amount per point of difference.
Winner startsThe winner of the last round starts the next one, instead of the player to the right of the last starter.
Mate instead of crewSome groups call the 4 the “mate” and the two cargo dice the “crew”. The play is the same.

When to Reroll Your Cargo

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:

  • With one roll left: keep a cargo of 7 or more, and reroll 6 or less.
  • With two rolls left: keep 8 or more, and reroll 7 or less, because a second chance makes rolling again worth more than 7.
  • When someone has already set the point: forget the average and play to beat it. If your cargo does not beat the point, roll again as long as you can.
Ship, Captain and Crew odds: a turn makes 6-5-4 54% of the time and scores 4.1 points on average; the most common non-zero score is 8. Chance to beat a point of 7 is 31%, of 8 22%, of 9 14%. The last player in a round of four wins 29%
Almost half of all turns end with no ship at all, so even a small score is often enough.

Ship Captain Crew Odds

  • Making 6-5-4: you get ship, captain and crew within your three rolls 54% of the time, and in a single roll 16% of the time. The other 46% of turns score zero.
  • Your score: playing the reroll rules above, a turn scores 4.1 points on average. When you do make it, the most common scores are 8 (11% of turns) and 7 (10%); a 12 comes up 2% of the time.
  • Beating the point: with best play, your chance of beating a point of 6 is 40%, 7 is 31%, 8 is 22%, 9 is 14% and 10 is 8%. A point of 12 can only be tied.
  • Being the hammer helps: rolling last, you know exactly what you need. In a four-player round the last seat wins 29% of rounds, against 22% for the second seat, the worst place to sit. With six players the hammer wins 20% and the second seat 13%.

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.

More Dice Games

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.

Ship, Captain and Crew: frequently asked questions

How do you play the dice game Ship Captain Crew?

Roll five dice up to three times. Set aside a 6 (the ship), then a 5 (the captain), then a 4 (the crew), in that order. Once you have all three, the other two dice are your cargo and their total is your score. If you do not get 6-5-4 in three rolls, you score zero. The highest score wins the round.

How many dice are in Ship Captain Crew?

Five ordinary six-sided dice. Three of them become the ship, captain and crew, and the other two are the cargo that you score.

How do you win Ship Captain Crew?

Have the highest cargo total when everyone has taken a turn. If players tie, each tied player takes another turn until one of them wins.

Do you have to get the ship, captain and crew in order?

Yes. A 5 only counts once you have a 6, and a 4 only once you have a 6 and a 5. They can all arrive in the same roll, but a 5 or 4 rolled before the 6 has to be rolled again.

Can you reroll your cargo in Ship Captain Crew?

Yes, if you made 6-5-4 with rolls to spare. You reroll both cargo dice and must keep the new total, even if it is lower. Playing for the best average, keep 8 or more with two rolls left and 7 or more with one.

What are the odds of getting ship, captain and crew?

About 54% over three rolls, and about 16% in the very first roll. When you do make it, the most common scores are 7 and 8.

What is the point and the hammer in Ship Captain Crew?

The point is the best score so far in the round, and the hammer is the last player to roll, who knows exactly what they need to beat.

What is the highest score in Ship Captain Crew?

Twelve, from two sixes in the cargo, often called midnight. A point of 12 can be tied but never beaten.

Fadi Hayek
Author & Casino Expert

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.

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