The method used in the Close Encounters scenario book for adding amoebas gives you a predetermined placement for the amoebas, which is great for balance and planning. The method mentioned in the rulebook where you mix the three “No Mines” counters in with the deep space ones and use them to trigger the appearance of an amoeba is random and therefore exciting—but there are only three such markers, and depending on your print runs, observant players may be able to see the slight difference in the color/finish of these markers and know them for what they are.
There is another way to spawn amoebas on the map, however. A way that is highly thematic and explains one of the enduring mysteries of deep space travel in this game series. It’s also very simple: every time a “Danger!” marker is flipped, destroy the exploring vessel (if applicable), then place a random amoeba in that hex. This ties a nice bow on the question of what the danger actually is, and should generate all sorts of interesting navigational challenges. I would strongly recommend, however, that you do not have amoebas spread when adding them to the game this way. Just leave them in the hex they appear in until someone destroys them. Otherwise, follow all the solitaire rules for researching and destroying amoebas, with the exception that each player will need to research each type on their own before they can destroy them. Purchasing Mine Sweeper technology allows you to build SW’s for both their traditional roles and for the “Science Wessel” role. SW’s from multiple players may exist peacefully in the same amoeba hex. If other types of ships enter the hex to combat the amoeba, they must target only the amoeba until it is destroyed. In such cases, SW’s may retreat after the first round of combat.
Of course there are all sorts of variations on this basic idea that you could try. If you and your fellow players like the challenge (and balance issues) that come with having these randomly-placed amoebas spread, go ahead and give it a whirl. If you want fewer amoebas on the board, you could always make a die roll when flipping “Danger!” counters, with a 6-10 resulting in amoeba placement and a 1-5 resulting in nothing beyond the resolution of the “Danger!” marker itself. Alternatively, some readers may recall a chart I made for a previous article (here) that gave some thematic results to the “Danger!” markers: I have modified this chart to include the appearance of amoebas, and you can find it by clicking on the link at the bottom of this article.
If you want to encourage amoeba hunting, all players could agree (prior to game start) on a CP bounty to be collected upon the destruction of any amoeba. 10 CP’s might be a good place to start. If you destroy an amoeba, place it on your Home Planet as a reminder, and add the CP bonus to your income as if it were a mineral.
Remember to keep the game fun. If the location of an amoeba placed by one of the methods described above seems too inequitable or otherwise bothersome to all or a majority of the players, just don’t place it! The purpose of adding amoebas into the game is to add more variety and fun, and the moment it stops doing that feel free to change the rules to suit your playing style.
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