Special Ship Marker

Ship markers fit on top of normal ships to create “special ships” that can be used in a multitude of game variants. Each marker has a front and a back, with some variants instructing a player when to flip it over. During game setup, if playing with special ships each player places his or her colored ship marker on one of his or her normal ships, faceup, to create a special ship. All players should agree on what the special ships represent, using one of the variants listed.

General rules for special ships

 * Using your special ship’s game effects requires having control of that ship (not in the warp, not captured, etc.).
 * If a variant provides a special action, the ship’s owner may activate this single-use effect by flipping the ship marker facedown. The owner may then “recharge” the special action for re-use by turning the marker faceup again whenever the special ship is retrieved from the warp, or if the owner does not have a second encounter on his or her turn.
 * If a special ship is captured or removed from the game, when its owner retrieves a different ship from the warp during his or her own regroup phase, that player may place his or her ship marker on it, faceup, to create a replacement special ship.

Flagship Variant

 * When a main player or ally has his or her flagship in an encounter, after encounter cards are revealed he or she may add an extra +3 to his or her side’s total.
 * Hyperspace drive special action: A player’s flagship may interrupt play to move to one of his or her colonies, to one of his or her tech cards being researched, or into an encounter in which he or she is involved (ignoring hyperspace gate limits).

Salvage Vessel Variant

 * When a main player or ally has his or her salvage vessel in an encounter, after winning the encounter he or she may either receive two rewards, or draw two tech cards from the tech deck (if in use) and choose one to keep. This is in addition to any other benefits received for winning.
 * Tractor beam special action: A player’s salvage vessel may interrupt play to retrieve one card from the discard pile.

Double Ship Variant

 * When playing with three or four players, each player may create a second special ship using a ship marker of an unused color. Players should agree on whether everyone will have two special ships of the same kind, or of two different kinds (agreeing also on which one is represented by the unused color). Normally a player may not send both of his or her special ships into an encounter, although game effects such as Amoeba’s power or a flagship’s hyperspace drive special action may allow it.