HYPEGAMEROOM◉2,000

Hype Voyage

Banked
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Ship, Captain, Crew — the classic bar dice voyage. Roll to secure a 6 (ship), a 5 (captain) and a 4 (crew) in that order, then bank your two cargo dice. Hold what you need, press your luck, and chase a perfect five-round run. Fair dice, arcade Neons, zero risk.

Round1 / 5
Rolls left3
Cargo—
This round—
Ship6
Captain5
Crew4
Simulation & training tool. No real-money gambling. Neons are the arcade currency: earned by playing, never cashable, and never used for casino bets.

Ship, Captain and Crew Dice Game: how to play, rules & tips

Play Ship, Captain and Crew free online: the classic bar dice game where you roll for a 6, 5 and 4 in order, then score the two dice left over as your cargo.

How to play Ship, Captain and Crew

You roll five dice up to three times per round. You must find a Ship (a 6), then a Captain (a 5), then a Crew (a 4), in that order. A 5 does not count as your Captain until you have a 6, and a 4 does not count until you have both.

The game claims each one automatically as soon as it can. Between rolls, tap any other die to hold it. A 5 you hold while still hunting the Ship becomes your Captain the moment the 6 lands.

Once Ship, Captain and Crew are all secured, the last two dice are your cargo, and their sum (2 to 12) is your score for the round. You can bank the cargo or use your remaining rolls to re-roll it.

Rounds and scoring

A game is five rounds. Each round that sets sail pays a ship bonus plus Neons for every pip of cargo. A round that never finds all three scores nothing, but the voyage goes on.

Make the full Ship, Captain and Crew in all five rounds and you earn a voyage bonus at the end. Stuck? The Hint button marks which dice are worth holding.

Ship, Captain and Crew tips

  • Hold any 5 or 4 you roll before the Ship shows up. They lock in as soon as the 6 arrives.
  • Once the crew is full, a cargo of 8 or more is usually worth banking. The Hint holds cargo dice of 4 or more and re-rolls the rest.
  • Re-roll a low cargo when you have rolls left. A cargo of 2 or 3 has little to lose.
  • Hold a high cargo die (5 or 6) and re-roll only the low one.
  • Never end a round early without a full crew. A round with no Ship, Captain and Crew pays nothing, so use every roll.

Frequently asked questions

Is Ship, Captain and Crew free?

Yes. HypeGameRoom is free: no sign-up, no download and nothing to buy to play. Arcade games reward Neons, a play-only currency that can never be cashed out.

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

Yes. You need the 6 before a 5 counts, and the 5 before a 4 counts. If one roll shows all three, they all count at once.

How many rolls do you get?

Three rolls per round. You can stop early and bank your cargo after any roll.

What is the best possible cargo?

Two 6s, for a cargo of 12.

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