
The Crew Journey to the Ends of the Earth
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Someone nods to their partner. Someone counts the remaining cards. Someone hopes the last trick goes where it needs to. And in the end, the mission fails or succeeds by a hair's breadth.
WHAT IT IS
A journey around the world to find Charlemagne's lost treasure
Designed by Thomas Sing (author of The Crew series), Journey to the Ends of the Earth brings cooperative trick-taking into a 25-mission narrative campaign. Follow the clues across Everest, the Amazon rainforest, and remote corners of the planet. Each completed mission brings you closer to the treasure; every failure costs you precious time.
At the table, you play cards following classic trick-taking rules, but work together to reach shared goals. Communication is limited: a gesture, a nod, nothing more. Every card played counts, and the tension builds hand after hand. A game lasts 20 minutes, but the campaign keeps you hooked for hours.
What they say abroad
"Travel around the world in a race against time on the hunt for Charlemagne's secret treasure."
— KOSMOS
The Crew takes trick-taking and turns it into a story. This chapter continues that tradition.
— FroGames
The Crew: Journey to the Ends of the Earth
What's in the box
Cards, missions, and clues
Trick-taking deck
Numbered cards in four suits. You play by following suit, but the objectives are shared. Every card must be played at the right moment.
25 mission cards
Each mission is a different location with specific objectives. Complete a mission to unlock the next and follow the treasure's story.
Communication tokens
Limited tokens to give clues to your partners. A gesture is worth a thousand words, but you have few, so you must choose when to use them.
Campaign booklet
The narrative that connects the 25 missions. Each stop explains where you are, what you're looking for, and what happens if you fail. Brief but evocative.
🎯 COME SI GIOCA
There's a specific moment when you understand why The Crew works.
It's when you want to say, “I don't have that card,” but you can't.
And then you take a breath, make a tiny signal, and hope others read between the lines.
Because you're not playing tricks here.
You're chasing a treasure, and every mission is a pact of trust.
We travel: impossible mountains, forests that swallow you up, roads that always seem too long.
But the real journey is on the table: deciding who should win what… without actually being able to tell you.
One wrong grip and the expedition derails.
One right grip and you feel that shock:
you teamed up without speaking.
And the most beautiful thing is that it doesn't "end": it changes.
Each stage pushes you a millimeter out of your comfort zone, forces you to learn a new form of cooperation, and makes you want to say the same sentence over and over again:
“Okay… one more mission.”
Mood at the table
Silence, signals, trust. The tension lies there: understanding each other without saying anything . And when it clicks… you feel in sync.
The Crew: Journey to the Ends of the Earth is a trick-taking cooperative board game where the difficulty lies not in the rules, but in coordination: you communicate in a limited way and must complete increasingly tense mission objectives, learning to "read" your teammates. It's a perfect family board game for those looking for quick but memorable games, with an addictive step-by-step progression and a rare sensation: win because you understood each other immediately, not because someone dragged the others along.
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