Crew is an Action-Duration card from . It provides terminal draw, and the turn after you play it it returns itself to your deck. This means you'll always have it handy and ready to use, but if you have too many you can wind up giving yourself a terminal collision by putting a bunch of Crews together on your deck without enough Actions to play them all.
 Official FAQ
- Putting this onto your deck isn't optional.
 Other rules clarifications
- If you play this with a Command variant such as , the stop-moving rule means that Crew can't put itself onto your deck, and it isn't waiting for anything to happen. So you'll discard the from play during this turn's Clean-up.
 English versions
|| +3 Cards
At the start of your next turn, put this onto your deck.
|| December 2022
 Other language versions
|| +3 Karten
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 Card art
You may note that has some non-white people in it. Also some women, but that's not new. This was accomplished by having the artist notes specify race. Mostly this worked out. But crowd scenes always throw artists. The artist notes for Crew: "The crew of a ship, on the ship; no officers. Show both men and women and a mix of races."
 Secret History
The initial idea was: "+2 Cards, set aside a card from your hand, next turn put it and this into your hand." That's just way stronger than it looks. And good times, we were all fans. Eventually testing established that it was too nuts. I tried letting you just take one of the cards next turn, but oops that sucks. Then I hit on putting it onto your deck next turn, which attacked the most problematic case, where you just buy Treasures and a Crew. The final version of Crew doesn't do that trick as well; every other turn you don't draw it.
 Should this be in Allies?
I might move a few cards from some sets to other ones in order to consolidate some themes; I haven't really given it much thought, but in general it makes sense. There was one because my philosophy at the time was to use each idea the minimum possible number of times. Then I had to make hundreds of cards and maybe there can be a 2nd card that triggers on discarding? And now there are a few and I mean if you put them all in one set it becomes part of the set identity, and they get more combos when playing with that set irl. There will always be spread-out related cards, and some things probably don't want to cluster, but overall I can see the beauty of it.
Crew and specifically, well, they are pushing "variety of Duration effects" for Plunder. They are on-theme where they are. If one set had all the s, well still wanted one of those, and so on. Sure these two are also recursive, and thus fitting for ; specifically wanted them though. And relates to next-time. I guess if I'd made both sets and they weren't out yet, I might consider moving Crew, but probably not .