OBJECTIVE OF CAPTAIN’S LOG The objective of Captain’s Log is to be the player with the most Cargo when the game comes to an end. 

NUMBER OF PLAYERS: 1 to 4 Players 

MATERIALS: 31 Crisis Cards, 30 Crew Cards, 20 Command Cards, 25 Ship Cards, 25 Cargo Cards, and Instructions 

TYPE OF GAME: Collection Card Game 

AUDIENCE: Ages 10 and Up 


In Captain’s Log, the players will act as Captains of various ships, each containing cargo that others may want. There are always threats against your ship, whether it be opponents or the threats that are found in open space. The players will be presented with numerous crises, and one crisis may be enough to destroy a ship, losing all cargo on board.  


To begin setup, each player will collect a set of five ships and five cargo cards. These cards are placed in front of the players, with the cargo being organized in a line before them. The ship cards are placed on top of the cargo cards, signifying which ship the cargo is found on.  

The main deck is then shuffled and placed within reach of all players. Five cards are dealt to each player, facing down. The rest of the cards will act as the draw pile. The game is then ready to begin, with the player who has traveled the most today going first! 


Gameplay will rotate clockwise around the group. During their turn, the player must complete actions, in any order that they wish. They must play one crisis card, play at least one crew card, play at least one command card, and trade cards with other players. If a player chooses to play no cards, they are to discard their whole hand.  

If a player’s turn comes to an end and there is a crisis card attached to one of their ships, then the ship is demolished, losing the cargo that was being carried aboard. Once they have discarded any ships that have been destroyed, the player may draw enough cards to refresh their five-card hand. The play will then proceed to the next player.  

Crisis cards are only able to be played on ships that are not already going through a crisis. Crew cards are placed on ships to correct a crisis. Command cards help a player to evade a crisis. Players are allowed to trade as many cards as they want with other players, as long as they are made for an equal number of cards.  

The game continues in this manner until a player loses all of the ships in their fleet.  


The game will come to an end when a player’s whole fleet is destroyed. This player is immediately branded as the loser of the group. The players will then tally their points for the cargo that they still have ownership of. Players will reveal the points found on the bottom of their cargo cards to determine their total. The player with the most points, wins the game! 

Ellie Phillips
Latest posts by Ellie Phillips (see all)