Easy Games for Seafarers to Play Between Shifts or Watches
- Eve Church
- 18 Sep, 2025
- 07 Mins read
When you’re working at sea, whether you’re on a cross-channel ferry, an ocean-going cargo ship, or a cruise ship leisurely exploring the tropics, you’ll have some well-earned downtime between your shifts or watches.
If you’re not eating, napping, hitting the ship’s gym, or studying for your next qualification how can you fill that time with something fun and not too taxing - especially if you don’t have internet access? It’s time to go old school with a good old-fashioned deck of cards!
Struggling to come up with card game ideas outside of poker or snap?! Don’t worry – we’ve got you covered.
Why are card games perfect for when you work in a job at sea?
Because time is short, tables slide, and storage is limited. On commercial vessels, the best games are the ones you can set up, play, and pack away before the kettle boils.
Read more: 7 Tips for Better Mental Health for Seafarers
The picks below are light on kit (often just a deck of cards, a couple of dice, or a pen and paper), forgiving of bumpy seas, and friendly to quick 10–30 minute sessions. Wherever possible, they work for two players and scale to a small crowd in the mess room.
What quick card games work best with a single deck?
A single, sturdy (ideally waterproof!) deck is your MVP at sea. These classics are fast, competitive, and easy to learn.
- Crazy Eights (a.k.a. the “regular-deck Uno”)
Players race to shed cards by matching suit or rank; eights are wild. It’s laugh-out-loud simple and perfect for four to six players. Rounds are short, so you can stop anytime without losing the plot.
- Cheat (a.k.a. “I Doubt It”)
Call bluffs as players secretly (or not) lay down declared ranks. Low maintenance, high banter. Works brilliantly with 3–6 players and rewards a good poker face.
- 31 / Scat
Aim for a hand totaling 31 in one suit; knock if you think you’ve got the winner. Fast hands, tiny footprint, and scoring can be tracked with pocket change or a scribble on scrap paper.
- Blackjack (casual, not casino)
Quick, self-contained rounds; rotate the dealer, keep it friendly, and you’ve got a perfect 5–10 minute filler game.
- President (also known by a saltier name ashore…)
Climb the ladder by emptying your hand first; card hierarchy carries to the next round. Best with 4–7 players and a crew that enjoys running jokes about who’s “promoted.”
- Palace
Players build discard piles in ascending order with a few spicy power cards. Easy to teach, surprisingly tactical, and it copes well with people joining or ducking out.
- Rummy 500
Meld sets and runs, draw from discard for clever steals. Great for 2–4 players when you’ve got a calm half hour.
- Spit/Speed (two-player adrenaline)
If you need a wake-up between watches, this fast-fingered race will do it. Just make sure the table’s dry and your cards won’t slide into the scuppers.
Read more: 10 Ways to Chill During Your Downtime When Working on a Ship
Which two-player card games are best for short breaks?
When it’s just you and a shipmate:
- Gin Rummy
A tidy duel of sets and runs with just the right amount of memory and risk. Play to 100 or go “best of three” if you’re timeboxed.
- Golf (4- or 6-card)
Lowest score wins; flip cards to improve your layout while cursing your luck. Compact, relaxing, and oddly addictive.
- War (for true minimalists)
Absolutely zero rules to remember - just flip and compare - but it’s more novelty than strategy. Good when you want to chat while playing.
Got dice? What dice games are perfect for a mess table?
A tiny cup and five dice live easily in a pocket or drawer. Dice don’t mind a bit of swell and give you instant, satisfying clatter.
- Ship, Captain, Crew
Roll to secure a 6 (ship), 5 (captain), and 4 (crew) in that order, then use remaining dice for cargo (points). Short, boisterous, and tailor-made for a round or two while the tea steeps.
- Liar’s Dice
Everyone hides a roll and bids how many of a face are showing across all cups. Bluffing, deduction, and glorious accusations—plays well from 3 up to 6+.
- Pig
Roll a die, bank points whenever you like; roll a 1 and you lose the lot. One die, one risk decision, infinite gloating.
- Farkle
Score with 1s, 5s, and combos; push your luck or bank points. It’s Pig’s chunkier cousin and a crew favorite on quieter evenings.
No dice? Raid the spares locker for nuts/bolts as counters and use a phone’s dice roller in airplane mode.
Read more: Staying Fit at Sea: Small Space Workouts for Seafarers
Any good games to play with only paper and a pen?
Absolutely - and paper won’t slide far if you pop a clip on it!
- Dots and Boxes
Draw a grid of dots; take turns adding lines; complete squares to claim them. It starts gently and ends with a cascade of clever chain-grabs.
- Sprouts
Connect dots with curved lines and add a new dot on each line. Surprisingly deep and great for two players sharing a mug of something hot.
- Word Ladder / Ghost
Build words one letter at a time; try not to complete one. No dictionary needed - just agree on common-sense words and let the challenges fly.
- Battleships (paper edition)
Draw two grids and call shots. Keep it small so you can finish in 15–20 minutes.
- Categories (like homemade Scattergories)
Pick a letter and list items for set categories before the timer rings. Prepare for arguments about whether “yam-based dessert” counts!
- Tic-Tac-Toe (and Ultimate Tic-Tac-Toe)
The basic version is solved quickly, but the “ultimate” variant (a 3×3 grid of 3×3 boards) adds strategy without extra kit.
What zero-gear games work anywhere on the ship?
Sometimes when you’ve got downtime in your job at sea, you’ve got nothing but time and your wits.
- 20 Questions
One person thinks of a thing; the rest interrogate. Use “Yes/No/Maybe” and play with a “maritime theme” for flavor.
- Contact
A clue-giver thinks of a word and offers a hint with its starting letter. Others try to “contact” by proposing words that fit the hint. It’s a brilliant time-killer for small groups.
- Charades
Silent acting; keep clues ship-safe and aisle-friendly. The engine room mime is always a crowd-pleaser.
- Two Truths and a Lie
Great for new crews and handovers. You’ll learn who once outran a storm in a kayak (or didn’t).
- Fortunately/Unfortunately
Build a joint story with alternating good and bad turns. It escalates quickly into comedy and needs no props.
- Wink Assassin / Mafia (lightweight rules)
Assign roles verbally; keep it short so no one misses their call-up. Perfect for 6–10 players on a quiet evening.
How do you “sea-proof” games so they survive the voyage?
A little prep keeps games mess-room-ready:
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Choose waterproof or plastic-coated cards. A cheap upgrade that saves you from soggy corners and coffee stains.
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Rubber bands and zip-bags. Keep components together and dry; tuck a tiny pencil inside.
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Magnetic mini-boards. For pen-and-paper staples, a magnetic pad stops runaway sheets.
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House rules, written once. Tape a postcard of rules inside the deck box - future you, and future crews, will thank you.
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Noise courtesy. Late-night games? Pick the quiet ones (Rummy, Ghost, Categories) so the off-watch crew can get some sleep.
What short format games work between shifts or watches?
Timeboxing keeps things shipshape:
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First to X points. In Rummy 500, play to 200 instead. In Pig, race to 50 rather than 100.
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Best-of-N rounds. Three fast hands of 31 or Blackjack beats one marathon.
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Rolling participation. With Cheat or Crazy Eights, players can jump in or out between hands without wrecking the session.
Can you add a bit of friendly competition without hassle?
Absolutely. Try a voyage leaderboard. Give each completed game a simple score (+2 win, +1 second, +0 otherwise). Post the tally on the noticeboard and reset each port call. It’s a great way to build community when you work in a job on a ship, plus it’s motivating, fun, and won’t spark mutinies!
Are there good “wind-down” games for night watch breaks?
Look for low-noise, low-energy picks:
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Gin Rummy and Golf for two-player calm.
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Ghost for word-nerds whispering over a brew.
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Dots and Boxes if you want quiet concentration.
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Contact in a soft voice for small groups.
Save the rowdy dice clatter and President banter for daylight!
Quick safety and courtesy reminders before you play
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Watch the clock. Games should fit the break, not overrun it.
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Keep walkways clear. No trip hazards - stash bags and boxes.
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Watch out for spills. Dry the table before the next hand.
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Respect the off-watch. Choose games appropriate to the hour and area.
What’s a handy “go-bag” for playing games on board a ship?
If you want a tiny kit that covers almost everything:
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Waterproof deck of cards (or two).
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Five dice and a small cup.
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Mini notepad + golf pencil + eraser.
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Zip-bag (keeps it all dry and together).
That’s it - you’ve armed yourself for dozens of options without eating up precious locker or cabin space.
So… which games should you try first?
If you want the TL;DR before the next handover, here’s a quick chooser:
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Have 10 minutes? Blackjack, 31, Pig, Ghost, 20 Questions.
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Have 20 minutes? Crazy Eights, Cheat, Gin Rummy, Ship Captain Crew, Dots & Boxes.
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Have 30+ minutes? Rummy 500, Palace, Liar’s Dice, Categories, Contact.
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Two players only? Gin Rummy, Golf, Spit/Speed, Sprouts, Battleships (paper).
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A lively group? President, Liar’s Dice, Charades, Contact, Cheat.
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Keeping it quiet? Rummy, Ghost, Dots & Boxes, Word Ladder.
Your comprehensive list of games to play when working a job at sea
Card games (single deck): Crazy Eights, Cheat, 31/Scat, Blackjack, President, Palace, Rummy 500, Spit/Speed, Gin Rummy, Golf.
Dice games (pocket-size): Ship Captain Crew, Liar’s Dice, Pig, Farkle.
Pen-and-paper picks: Dots and Boxes, Tic-Tac-Toe/Ultimate, Sprouts, Word Ladder, Ghost, Battleships, Categories.
Zero-kit crowd-pleaser s: 20 Questions, Contact, Charades, Two Truths and a Lie, Fortunately/Unfortunately, Wink Assassin/Mafia (lite).
Pack light, play fair, and remember: the goal is to swap a bit of stress for a bit of laughter before the next watch.