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M1: 1 task.
M2: 2 tasks.
M3: 2 tasks with "1" and "2".
M4: 3 tasks.
M5: 0 tasks. After everyone has looked at his/her hand cards, the commander asks whether they're good or bad at winning tricks. The commander then chooses a player, which must not win any tricks.
M6: 3 tasks with ">" and ">>". Question mark.
M7: 3 tasks with omega token.
M8: 3 tasks with "1", "2" and "3".
M9: 0 tasks. At least one card with a value of 1 must win a trick.
M10: 4 tasks.
M11: 4 tasks with "1". The commander chooses to stop an opponent from communicating.
M12: 4 tasks with omega token. Everyone takes a card at random from the previous player after the first trick.
M13: 0 tasks. Each black card must win a trick.
M14: 4 tasks with ">", ">>" and ">>>". Question mark.
M15: 4 tasks with "1", "2", "3" and "4".
M16: 0 tasks. Card 9 must not win trick.
M17: 2 tasks. Card 9 must not win trick.
M18: 5 tasks. Start communication after first trick.
M19: 5 tasks with "1". Start communication after second trick.
M20: 2 tasks. Commander decision.
M21: 5 tasks with "1" and "2". Question mark.
M22: 5 tasks with ">", >>, >>> and >>>>.
M23: 5 tasks with "1, 2, 3, 4, 5". You may swap two tokens.
M24: 6 tasks. Commander distribution.
M25: 6 tasks with ">" and >>. Question mark. Yellow pentagon.
M26: 0 tasks. At least 2 cards with a value of 1 must win trick.
M27: 3 tasks. Commander decision. Yellow pentagon.
M28: 6 tasks with first and last marked. Start communication after second trick. Yellow pentagon.
M29: 0 tasks. At no time may a crew member have won 2 tricks more than another crew member. Question mark.
M30: 6 tasks with >, >> and >>>. Start communication after first trick. Yellow pentagon.
M31: 6 tasks with "1", "2" and "3". Yellow pentagon.
M32: 7 tasks. Commander distribution. Yellow pentagon.
M33: 0 tasks. Commander asks. The selected member must win exactly one trick, but not with a black card.
M34: 0 tasks. At no time may a crew member have won 2 tricks more than another crew member. Commander must win first and last trick.
M35: 7 tasks with >, >> and >>>. Yellow pentagon.
M36: 7 tasks with "1" and "2". Commander distribution. Yellow pentagon.
M37: 4 tasks. Commander decision. Yellow pentagon.
M38: 8 tasks. Start communication after second trick. Yellow pentagon.
M39: 8 tasks with >, >> and >>>. Question mark. Yellow pentagon.
M40: 8 tasks with "1", "2", "3". You may move a token. Yellow pentagon.
M41: 0 tasks. Commander asks. The selected member must win only the first and last trick, but not with a black card.
M42: 9 tasks. Yellow pentagon.
M43: 9 tasks. Commander distribution. Yellow pentagon.
M44: 0 tasks. Each black card must win a trick, in the order 1, 2, 3, 4.
M45: 9 tasks with >, >> and >>>. Yellow pentagon.
M46: 0 tasks. The player that plays next after the one with Pink 9 must win all Pink cards.
M47: 10 tasks. Yellow pentagon.
M48: 3 tasks with a "Last Trick" token. Yellow pentagon.
M49: 10 tasks with >, >> and >>>. Yellow pentagon.
M50: 0 tasks. Commander asks. A selected member must win first 4 tricks and no other trick. Another selected member must win last trick and no other tricks.
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A1: 0 tasks. 4 must win 9.
A2: 0 tasks. Commander must win exactly 3 tricks, which also must not contain 7, 8, 9.
A3: 22 tasks. All ten tricks must be played.
B1: 0 tasks. The non-commanders predict the number of tricks for the commander to win.
B2: 1 task. The selected member must win exactly one trick. Commander distribution.
B3: 4 tasks. Communication is prohibited.
C1: 0 tasks. No trick may start with a blue or black card.
C2: 0 tasks. 1 must win two 9.
C3: 5 tasks, each with a "third trick or later" token.
D1: 0 tasks. No player may win 2 tricks in a row.
D2: 2 fixed tasks ("0 tricks" and "1 trick" from Deep Sea).
D3: Twice as many task cards are used as there are players (2 task for each player). Each crew member must win both tasks in one trick.
E1: 0 tasks. Black "1" must win "1".
E2: Twice (except during a five-player game, where only five tasks are used) as many task cards are used as there are players (the tasks are distributed evenly). The tasks are distributed at random instead of chosen.
E3: 0 tasks. Each "8" must win a trick.
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P1: 0 tasks. Each player predicts the number of tricks that the next player should win.
P2: 4 tasks. The tasks must be completed in 4 consecutive tricks.
P3: 4 fixed tasks (1, 2, 3, 4 in blue).Code: Select all
FM: 0 tasks. All ten tricks must be played.
FM: 1 task. Question mark.
FM: 2 tasks. Question mark.
FM: 3 tasks with "2" token.
FM: 4 tasks with "2" token.
FM: 5 tasks.
FM: 5 tasks with "3" token.
FM: 6 tasks.
FM: 7 tasks.
FM: 7 tasks with "4" token.
FM: 0 tasks. In order to complete this mission, at most one of the nines must win tricks.
FM: 0 tasks. In order to complete this mission, exactly two of the fives must lose tricks, and all the other fives must win tricks.
FM: 0 tasks. Starting a trick with a five is not allowed.
FM: 2 tasks. Starting a trick with a five is not allowed.
FM: 0 tasks. Draw 8 task cards and place them at the center of the table. The cards specified must not be used to open tricks.
FM: 8 tasks, but you only need to complete at least 4 of them to complete the mission.
FM: 8 "anti-tasks". The player who takes an "anti-task" card must not win the card.
FM: 2 tasks (Draw four task cards and ask the selected player to discard two of them). Commander decision.
FM: 0 tasks. Each player must make communication about a card before the first trick, and then win a trick with the selected card. Communication otherwise is prohibited.
FM: 0 tasks. The player with the pink 9 must not win any of the pink cards.
FM: 0 tasks. Until everyone has won at least one trick, at no point is a crew member allowed to have won two tricks.
FM: 0 tasks. The commander must win the last trick.
FM: 0 tasks. The player who won the first trick must also win the last trick, while the player who won the second trick must also win the penultimate trick.
FM: 1 task with "Last Trick" token.
FM: 3 tasks, one of which must be completed during the last trick.
FM: 0 tasks. The mission ends successfully if two cards of the same kind are played during a trick.
FM: 2 tasks with "1" and "2". Commander decision.
FM: 1 task. The commander takes it at the beginning of the first trick. Then at the beginning of each trick after this and before communication, the task card is passed to the next player.
FM: 2 tasks with Omega token. At the beginning of each trick after the first and before communication, the Omega token is moved from one task card to the other. Remove the Omega token once the task without the token is completed. Commander decision.
FM: As many task cards are used as there are players (1 task for each player). At the beginning of each trick after the first and before communication, each task card is passed to the next player.
FM: As many task cards are used as there are players (1 task for each player), along with an Omega token placed in front of the commander at the beginning of the first trick. At the beginning of each trick after the first and before communication, the Omega token is passed to the next player with a remaining task. When the penultimate task is completed, the Omega token is discarded.