HomePrintables › Ship Captain Crew score sheet
🚢 Free printable

Printable Ship Captain Crew score sheet

The bar-room 6-5-4 game on a proper pad: eighteen rounds for six players, with the in-order rule and the cargo math printed at the bottom — settle who buys the next round without settling arguments first.

10,000 dice score sheet → Prints on one page — US Letter or A4. Save as PDF from the print dialog.

Ship, Captain & Crew

a.k.a. 6-5-4 · any player count, in turns · five dice, three rolls
Bank the 6, then the 5, then the 4 — the last two dice are your cargo
Cargo scores — write each round’s cargo (2–12, or 0 with no ship). Highest cargo takes the round; running totals settle the session.
RoundPlayer 1Player 2Player 3Player 4Player 5Player 6
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Total

The rules

  • Five dice, up to three rolls per turn
  • You must bank a 6 (ship), then a 5 (captain), then a 4 (crew) — strictly in that order
  • A 5 rolled before you have your 6 cannot be kept — order is the whole game
  • The two dice left are your cargo (2–12); with rolls remaining you may re-roll both cargo dice
  • No ship-captain-crew in three rolls — score 0
  • Highest cargo wins the round · tied high scores roll again (common rule)
A pure folk game: some tables play winner-takes-a-pot per round instead of running totals, and tie rules vary (re-roll, split, or dealer wins). The pad tracks any of it — cargo per round, totals if you keep them.
Limestone Games Ship Captain Crew score sheet · free printable · limestonegames.com/printables/

How to play Ship, Captain & Crew

Five dice, three rolls, one job: put a ship (6) to sea, give it a captain (5), muster the crew (4) — in that order, no exceptions — and whatever the last two dice show is the cargo you're selling, two to twelve. The order rule is the entire personality of the game: a first roll of 5-5-4-3-2 is nothing at all, and the table knows it.

The cargo gamble

Finish 6-5-4 early and the real decision arrives: keep the cargo showing, or push your remaining rolls — both cargo dice together, never one — chasing the twelve. It's a pocket-sized version of every press-your-luck dilemma, played at the speed of a bar bet.

Keeping score

Round by round, highest cargo wins — the pad has a column per player and a running total for sessions that turn into tournaments. Playing for a pot per round instead? Use the rows as round logs and skip the total line. Like your dice games longer and greedier? 10,000 and Farkle are one shelf over.

Frequently asked

Can you bank the 6 and 5 from one roll? Yes — any dice that continue the 6→5→4 order may be kept from the same roll. 6-5-4 in one throw leaves two rolls to polish cargo.

What are good odds of scoring at all? Better than the zeros make it feel — but that occasional 0 against a table of double-digit cargos is the game's favourite joke.

More free printables