KEEP

How to play

Star Crew

Goal

Score the most points over as many rounds as there are players (2 to 5). Tied leaders share the win.

The deal

Every card has two numbers, one at each end; the one on top is in play. Two or three players get 12 cards each (no cards with a 10), four players 11 (without the 9|10), five players 9 (all 45). Look at your hand, then keep it or flip it — turning every card over and reversing the line. After that your hand stays in this order all round.

Launch

Play one card or a group of neighbouring cards from anywhere in your hand: all the same number (a set) or counting up or down by one (a run). It must beat the formation on the table: more cards always win; with as many cards, a set beats a run; otherwise the higher number wins. You capture the cards you beat, and yours become the new formation.

Take a card

Instead of launching, take the card at either end of someone else's formation. Keep it as it is or flip it to its other number, then place it anywhere in your hand. The formation's owner earns a crew patch.

Warp

Once per round, turn Warp on before you take a card: you take it and then launch in the same turn, against what's left of the formation.

Ending a round

A round ends when someone launches their last card, or when every other player takes a card in a row instead of beating a formation. The next round starts with the next player.

Scoring

Each captured card and each patch is worth a point; each card left in your hand costs one. If nobody beat your formation, your hand costs nothing. Scores add up across rounds.

Play Star Crew
2–5 players

How to play Star Crew

Beat the table with a hand you can't reorder

Goal

Score the most points over as many rounds as there are players (2 to 5). Tied leaders share the win.

The deal

Every card has two numbers, one at each end; the one on top is in play. Two or three players get 12 cards each (no cards with a 10), four players 11 (without the 9|10), five players 9 (all 45). Look at your hand, then keep it or flip it — turning every card over and reversing the line. After that your hand stays in this order all round.

Launch

Play one card or a group of neighbouring cards from anywhere in your hand: all the same number (a set) or counting up or down by one (a run). It must beat the formation on the table: more cards always win; with as many cards, a set beats a run; otherwise the higher number wins. You capture the cards you beat, and yours become the new formation.

Take a card

Instead of launching, take the card at either end of someone else's formation. Keep it as it is or flip it to its other number, then place it anywhere in your hand. The formation's owner earns a crew patch.

Warp

Once per round, turn Warp on before you take a card: you take it and then launch in the same turn, against what's left of the formation.

Ending a round

A round ends when someone launches their last card, or when every other player takes a card in a row instead of beating a formation. The next round starts with the next player.

Scoring

Each captured card and each patch is worth a point; each card left in your hand costs one. If nobody beat your formation, your hand costs nothing. Scores add up across rounds.