Liar's Dice
Five dice, one cup, zero honesty - call the bluff or drink it.
Find your 6, your 5, your 4 - then sail on the leftovers.
Also known as: 6-5-4 · Ship Captain Mate and Crew
Ship, Captain & Crew is the old salt of dice drinking games - a five-dice classic where every player gets three rolls to assemble a voyage. First you need a ship (a 6), then a captain (a 5), then a crew (a 4), locked in that exact order. Only once all three are aboard do your last two dice count as cargo, and the highest cargo total wins the round. Everyone else drinks.
The genius is in the ordering rule. Roll a fistful of 5s and 4s before you have your 6, and none of them count - the sea does not care about your captain if there is no ship to put him on. It plays beautifully with anywhere from two to eight people, needs nothing but five dice, and delivers the best agonizing-decision moments in casual dice gaming.
You are hunting three specific dice in strict order: a 6 is your ship, a 5 is your captain, a 4 is your crew. You cannot keep a captain before you have a ship, and you cannot keep a crew before you have a captain. A single roll can supply several at once - roll 6-5-4 immediately and you are fully manned with two rolls to spare.
Roll all five dice. Set aside whatever you legally can - ship first, then captain, then crew - and re-roll the rest. You get a maximum of three rolls per turn. Any dice you set aside stay locked. This is the whole engine of the game: three chances to build a boat out of chaos.
Once ship, captain and crew are set aside, your remaining two dice are cargo, and their total (2 to 12) is your score. Here is the decision point: if you complete the crew on roll one or two, you may keep the cargo as rolled or re-roll both cargo dice with your remaining rolls - but you must re-roll both, never just one.
That cargo decision is where the game lives. Sitting on a 7 with one roll left while the table leader has a 9? Six-six dreams say roll; the odds say you will probably do worse. Whatever you roll last stands as your final score. Fortune favors the bold and punishes them about equally.
Every player takes a full turn, then compare cargo totals. Highest cargo wins the round and hands out the drinking: everyone who scored lower takes a sip, and anyone who failed to complete ship-captain-crew in three rolls drinks double and scores zero. Ties among the leaders are re-rolled head-to-head, sudden death.
The round winner rolls first next round - or last, if your table prefers giving the winner maximum information to gamble with. Play to a set number of rounds or just until the fleet disbands. A running tally of round wins gives the night a champion worth toasting.
| Roll | What happens |
|---|---|
| 6 (Ship) | Set it aside first |
| 5 (Captain) | Set aside after the ship |
| 4 (Crew) | Set aside after the captain |
| Remaining two dice | Your cargo score |
| No ship/captain/crew in 3 rolls | Drink and score zero |
Rolling double 6s for cargo - a perfect 12, called Midnight - lets the winner hand out four extra sips and demand a table-wide toast. Some crews also rule that Midnight ends the round instantly, skipping any players yet to roll. Cruel, nautical, correct.
If you fail to find a ship at all in three rolls - not one 6 - you have sunk, and you finish your drink while the table hums a sad shanty. Statistically rare, emotionally devastating, and the single best moment the game can produce.
Play exactly ten rounds as a voyage, tracking cargo totals across all of them. Lowest cumulative cargo at the end buys the next round or does a forfeit. Turns a pickup game into a proper evening with standings, rivalries and a grand finale.
Beginner-friendly: ship, captain and crew can be claimed in any order. It roughly doubles completion rates and halves the drinking, which makes it a good training setting - but purists will tell you the strict order IS the game, and they are right.
The previous round's winner may steal one re-roll: once per round, they can force any single opponent to re-roll their final cargo. Adds politics and villainy to an otherwise pure luck game. Expect the privilege to be used with maximum spite.
Ship, Captain & Crew is genuinely old - versions appear in American bar and naval tradition going back generations, and it is often said to have been popular among sailors and later spread through Midwestern taverns, where it is still played for rounds of drinks today. The exact origin is unrecorded, as bar games' origins tend to be, but its structure suggests kinship with nineteenth-century wagering dice games. The drinking version simply swaps coins for sips.
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