Games of chance guide
Ship captain crew: rules, cargo scoring and qualifying odds
Ship captain crew is a five-dice pub game. You have three rolls to bank a 6 (the ship), then a 5 (the captain), then a 4 (the crew), in that order. If you crew the ship, the other two dice are cargo and their total is your score. If you miss the 6-5-4 sequence in three rolls, you score zero. Highest cargo wins the pot.
9 min readBy the PVPspinArena team · Updated
Ship captain crew rules
Ship, captain and crew (also 6-5-4, ship of fools, or destroyer) is a bar dice game for two or more players. Wikipedia's page on [ship, captain, and crew](https://en.wikipedia.org/wiki/Ship,_captain,_and_crew) is the common three-roll, five-dice version this guide uses. Some kits give five rolls; that is a different, much easier game. Agree the roll cap before anyone puts money in the glass.
A turn
- Roll all five dice.
- If a 6 is showing, bank one 6 as the ship. Extra 6s are just more dice.
- Once you have a ship, you may bank a 5 as the captain from this roll or a later one.
- Once you have ship and captain, you may bank a 4 as the crew.
- You may not bank a 5 before a 6, or a 4 before a 5. A 4 on roll one with no 5 is thrown back.
- After banking what you are allowed, reroll the rest. You get three rolls total.
- If you have 6-5-4 after the third roll, the two leftover dice are cargo. Their sum is your score (2 through 12).
- If you crewed on roll one or two, you may spend leftover rolls to reroll one or both cargo dice. Keep the new faces; you cannot go back.
- If you never crew, score 0.
Worked turn
Roll 1: 6, 4, 3, 3, 1. Bank the 6. The 4 is not legal yet. Reroll four dice.
Roll 2: 6, 3, 2, 2. No 5. You already have a ship, so the extra 6 does nothing. Reroll four.
Roll 3: 5, 4, 3, 5. Bank a 5 and a 4. Cargo is 3+5 = 8. No rolls left to improve it.
Winning
Each player takes one turn. Highest cargo wins the pot. Ties either split or carry the pot to the next round, house choice. A first-roll crew with high cargo (especially 12, "midnight") is what later players have to beat; some tables then cap later players at the same number of rolls the leader used. That catch-up rule is a variant. Say it out loud.
Money play is for adults, 18+ or the local legal age. The game sits in the Games of chance topic next to Mexico dice and cee-lo, the other short-order bar dice games.
Odds of qualifying: the 6, then the 5, then the 4
Qualifying means you own a 6, a 5 and a 4 by the end of roll 3. Cargo never counts until that is true.
All three on the first roll
Five dice must show at least one 6, one 5 and one 4. Inclusion-exclusion on 6⁵ = 7,776 outcomes:
- P(missing a given face) = (5/6)⁵ ≈ 0.4019
- P(missing two given faces) = (4/6)⁵ ≈ 0.1317
- P(missing 4, 5 and 6) = (3/6)⁵ = 0.03125
P(all three faces present) = 1 − 3×0.4019 + 3×0.1317 − 0.03125 ≈ 0.158, or 15.8%.
That is not "any 6, 5 and 4 in any order later." It is the first-roll snapshot.
Building in order, one stage at a time
If you only keep what the sequence allows, each stage is a "at least one target face" problem on the dice you still hold.
| Stage | Dice you roll | Target | P(hit this roll) |
|---|---|---|---|
| Find the ship | 5 | at least one 6 | 1 − (5/6)⁵ ≈ 59.8% |
| Then the captain | 4 | at least one 5 | 1 − (5/6)⁴ ≈ 51.8% |
| Then the crew | 3 | at least one 4 | 1 − (5/6)³ ≈ 42.1% |
| Crew with two dice | 2 | at least one 4 | 1 − (5/6)² ≈ 30.6% |
| Crew with one die | 1 | a 4 | 1/6 ≈ 16.7% |
The full three-roll tree branches (you can find 6 and 5 on the same roll, or stall for two rolls on the ship). Enumerations and simulations of that tree land near 54% to score at all and 46% to score zero. Treat 54% as a computed neighbourhood, not a pub guess, and not a fake extra decimal.
What that means for a pot
In a five-player rotation, the chance that a given player scores 0 is about 46%. The chance that nobody crews is 0.46⁵ ≈ 2.1%, so a full wipe is uncommon but not rare over a long night. The chance you crew and still lose to a bigger cargo is the rest of the game.
Expected score, zeros included
If 46% of turns score 0 and the other 54% score a two-dice total whose average is 7 (before cargo rerolls), a rough expected score per turn is 0.54 × 7 ≈ 3.8. That is why a posted 8 already feels huge: it is more than double the long-run average, not because 8 is a rare two-dice total. Rerolls on early crews lift the 7 a little; late crews that must keep junk pull it down. Treat 4 points a turn as the right order of magnitude for a no-skill, three-roll game.
How this compares to the other bar games
Cee-lo is a banker-vs-player 4-5-6 game: triples and 4-5-6 are instant decisions, and you do not build a sequence across three rolls. Mexico ranks a two-dice reading and knocks out lives. Ship captain crew is the one that makes you qualify before you are allowed to have a score. That filter is why so many turns print a zero and why the pot swings.
Cargo maths once you have a crew
Cargo is two ordinary dice. The totals are the usual 36-outcome table, the same one on dice roll probability.
| Cargo | Ways | Chance | Nickname |
|---|---|---|---|
| 12 | 1 | 2.78% | midnight, boxcars |
| 11 | 2 | 5.56% | |
| 10 | 3 | 8.33% | |
| 9 | 4 | 11.11% | |
| 8 | 5 | 13.89% | |
| 7 | 6 | 16.67% | |
| 2 | 1 | 2.78% | minimum |
Expected cargo conditional on qualifying and keeping the two dice as they lie is 7, because two fair dice average 3.5 each. If you qualified on roll 1 or 2, you should reroll cargo that sits below your goal.
When to reroll leftover cargo
Suppose you crewed on roll 1 and have two rolls left. You hold 3+2 = 5. Rerolling both dice has E = 7, so you reroll. Holding 6+6 = 12, you never reroll. Holding 6+4 = 10, two leftover rolls is a tougher call: P(beat 10) = P(11 or 12) = 3/36 = 8.3% on a single reroll, but you have two tries if you commit to keep rolling when you miss. Against a table that has already posted 11, you must chase. Against a table of zeros, 10 is usually enough.
A single leftover roll and a cargo of 8: P(improve) = P(9–12) = 10/36 ≈ 27.8%, P(worse) = P(2–7) = 21/36 = 58.3%, P(same) = 5/36. The average after a forced reroll is still 7, so you give away a point in expectation to chase the tail. Only do it if someone already has 9 or better, or if the pot rules pay only first place.
Qualifying late vs qualifying early
Crew on roll 3 and you live with the cargo you rolled. That is why a 15.8% first-roll crew is so valuable: you bought option value on the two dice, not just a score.
Thin strategy and house variants
The sequence is forced. Strategy is only: which extra 6 to throw back (always throw extras; they are not cargo until you crew), and whether to reroll cargo. Do not "save" a 4 before you have a 5. The rules already forbid it, and players who "remember" the 4 are playing a different game.
Variants (say them first)
- Five rolls instead of three. Qualifying becomes common; cargo fights dominate.
- Ship and crew only (6 and 4). Three cargo dice, higher scores, easier qualify.
- Any order on 6, 5 and 4. First-roll qualify jumps well above 15.8% because you no longer throw back an early 4.
- Lowest cargo wins. Same sequence, inverted score. Midnight becomes the worst hold.
- Leader sets the roll cap. If the first player crews on one roll, everyone else gets one roll. This is a real swing; it is not the default Wikipedia game.
A night of ten turns
Ten turns at ~54% to score is about 5 or 6 cargos. Chance of scoring on all ten is 0.54¹⁰ ≈ 0.2%, so a "perfect card" of ten scores is a story, not a plan. Chance of three or more zeros in ten turns is the common night. If you are playing a $5 glass and you treat three zeros as a signal to raise the glass, you are chasing a sequence filter, not a cold table.
Farkle is the cousin that lets you stop. Ship captain crew never lets you stop before you crew; the stop is only on cargo.
Qualifying odds and a hashed PvP round
Ship captain crew is a sequence filter. Most of the drama is binary: did you crew, or did you score zero? The cargo is a small two-dice game glued on the end.
PVPspinArena makes the filter visible. It runs three player-vs-player games in USDC or ETH on Base. Coinflip is a 50/50, no sequence to complete. Roulette is 15 slots, 7 Purple and 7 Silver at 2x, 1 Green at 14x, every bet returning 14/15 (6.67% edge). Jackpot sets win chance equal to your share of the pot, the same idea as a share of a glass on the bar. Seeds are committed; check a settled round on fairness.
If the next "one more glass" is already a chase, use responsible gambling. Play is 18+ only.
Worked three-roll path
Five dice. First roll: 6, 6, 2, 3, 1. Bank one 6 (the ship). Four dice remain. Second roll: 5, 5, 4, 2. Bank a 5 (captain) and a 4 (crew). Two dice left as cargo on the last roll: you may reroll them if the house allows a cargo reroll, or keep 5+2=7. Many tables freeze cargo once the crew is complete; write that down. If the second roll had been 5, 3, 2, 1 with no 4, you would still need a 4 on the last roll of the leftover dice. Miss it and the 6 and 5 you banked score nothing.
That all-or-nothing shape is why the game feels swingy. About 46% of three-roll turns score zero even though most rolls “look busy.” Compare liars dice, where a bad cup still leaves you with four dice and a bid.
Bar stakes
A common adult stake is a drink per zero, or a pound-per-pip of cargo against last place. With four players and 54% qualification, expect roughly two zeros a round. Cap the number of rounds before the first glass, the same way you would cap a Coinflip session. Uncapped “until someone crews a 12” is how a pub game becomes a chase.
FAQ
Frequently asked questions
Sources
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