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How to Play Ship, Captain and Crew Dice Game

Nov 7, 2026 · The Editors

How to play Ship, Captain and Crew (also called Ship, Captain, Mate): the rolls, why the 6, 5 and 4 must come in order, scoring the cargo, ties, and how it is played for stakes in bars.

Ship, Captain and Crew — also called Ship, Captain, Mate or Clickety Clack — is a fast, simple dice game with a nautical theme. It needs five dice and takes about a minute a round. It has been a bar game for generations, played for the next round of drinks.

What you need

  • Five dice.
  • A dice cup — the traditional way to play.
  • Two or more players.

The aim

Each player gets three rolls to load their boat:

  • The ship — a 6.
  • The captain — a 5.
  • The crew — a 4.

Once you have all three, the other two dice are your cargo, and their total is your score. Highest cargo wins.

The order matters

You must find them in order:

  1. You cannot keep a 5 until you have a 6 — a captain needs a ship.
  2. You cannot keep a 4 until you have a 6 and a 5.

If you roll 6, 5 and 4 together on one roll, you keep them all.

A turn, step by step

  1. Roll all five dice.
  2. If there is a 6, set it aside. If there is a 6 and a 5, set both aside. If there is a 6, 5 and 4, set all three aside.
  3. Roll the remaining dice, looking for whatever you still need.
  4. Once you have 6, 5 and 4, the two remaining dice are your cargo.
  5. If you have rolls left, you may reroll both cargo dice to try for a better score — but the result of the reroll stands.

If you have not got a ship, captain and crew by the end of your third roll, you score zero.

Example

  • Roll 1: 6, 2, 2, 3, 1. Keep the 6.
  • Roll 2: 5, 4, 3, 1. Keep the 5 and the 4. Cargo: 3 + 1 = 4.
  • Roll 3: reroll the cargo for a chance at more. Roll 6 and 5: cargo 11.

The best possible cargo is 12 — two 6s.

Ties

Players who tie for the highest cargo roll off: each gets one turn, and the higher score wins. Some groups split the pot instead.

Playing for stakes

In bars and at home games, each player puts a coin or chip in the pot before the round, and the winner takes it. Some play that the winner of each round must use all three rolls the next time — no stopping early.

Variations

  • Must use all three rolls — no standing on a low cargo.
  • One cargo reroll only.
  • Cargo rerolled one die at a time, in some versions.

Agree before you start.

Related games

If you have a cup and five dice, you also have Yacht, Liar's Dice and Pig. With a sixth die you can play Farkle.