The Space Quest edition of Magic: The Gathering adds a few new rules to the game. These rules mostly concern the new Ship-type creatures made for the set. SHIPS The SQ edition introduces a new type of creature, known as the Ship type. This type of creature behaves just like any other creature, except that special rules apply to them regarding power and toughness. The main feature of Ship creatures is the use of Crew creatures. The system works as follows: All ships have 2 Crew numbers listed on their cards. The first is the Minimum Crew number; the second is the Maximum Crew number. In order for a Ship creature to operate at full power, they must be 'staffed' with non-Ship creatures to satisfy these Crew requirements. At any point in your turn, you may declare a 'Staffing Phase.' During this period, you may place any of your non-Ship creatures already in play underneath any number of your Ship creature cards. These non-Ship creatures are referred to as "Crew Creatures" for as long as they remain under a Ship card. You may not perform any other action during this phase until you declare it to be over. You may only declare a Staffing Phase once per turn; after you have ended it, you may not reinstate it until your next turn. You may also move your Crew creatures out from under your Ship cards and back onto the regular play field, at which point they cease to be Crew creatures. Each untapped Crew creature under a ship counts towards that ship's Crew total (Tapped Crew creatures do not count towards the Crew total). Creatures cannot be played directly under a Ship; they must be played to the normal playing field first. Creatures with summoning sickness cannot be placed under Ship cards; if such a creature ends up under a Ship, his controller must immediately return him to the normal playing field. Depending on the Ship's crew requirements, the ship's power is affected thusly: The Minimum Crew number lists the ship's power and toughness at it's lowest level, and the # of Crew creatures required to obtain them. If a Ship's Crew creature total is less than this number, the ship is operating below minimal levels. Such ships have Power and Toughness of 0/1, regardless of their other stats. If the Ship's Crew creature total is equal to the Minimum Crew number, it has the power/toughness listed beside the number. For each additional Crew creature placed under a Ship that exceeds the Minimum Crew number, that Ship's Power/Toughness gets +1/+1. For instance, a ship with Min Crew: 2 (3/3) has power/toughness of 3/3 with 2 Crew creatures under it. If a third creature is added, the ship's power/toughness increases to 4/4. The Maximum Crew number of a Ship specifies how many Crew creatures the Ship is allowed to have under it. This number can never be exceeded. If something causes the Crew total of a Ship to exceed the Max Crew number, the controlling player must move enough of them (his choice) back to the normal playing field to reduce the Crew total to below or equal to the Max Crew number. Crew creatures are still considered to be in play. They cannot attack or block. They can, however, use any of their abilities and effects, and they can be targeted by spells and effects. Whenever a Ship creature leaves play or is buried, all Crew creatures under it are immediately returned to their controller's normal playing field. STARDRIVE The 'Stardrive' is a Creature attribute specific to Ship creatures. Any Ship creatures without Stardrive that are blocked by at least one Ship creature with Stardrive receive -1/+0 for the duration of that combat round. Any Ship creatures without Stardrive that block at least one Ship creature with Stardrive receive +0/-1 (this modifier is not applied if it would reduce the ship's Toughness to below 1). Non-Ship creatures ignore the Stardrive attribute; they block and attack normally without these modifiers.