
Ten seats that are filled one spin at a time. Whoever comes up can go into any seat you have open, or you can pass and spin again.
Five passes per run. After that you are taking whoever shows up.
There is a slight weight to the draws, with more favorable odds on characters connected to the ones already aboard.
Anyone who comes up is out of the pool afterward. Passing does not bring them back.
As you run out of passes, the draws become slightly more favorable, though only if the run is going badly.
Certain cards score better in different seats. Open seats show scores to represent how they might score differently.
You get two swaps per run. Tap one crewmate, then another, and they trade seats (or double tap both on mobile).
Use them whenever you like before setting sail. After that the run is locked.
Crewmates connected to each other are worth more than they are alone. Same flag, shared blood, a shared title, and more.
Nine trades also exist, and you get credit for each different one among your deckhands. A second cook adds nothing.
Trades can matter just as much as a character's might. A great navigator in a deckhand seat can be more or equally as valuable as a great fighter.
Raw strength, renown, seat fit, trades covered, bonuses hit. All of it folds into one score, and that score lands you somewhere between Bilge Rat and Pirate King.