Any time during a recall, you may use each crewmate once. There are 2 types of crewmates:
1) Your captain pawn starts the game on your captain mat. The captain pawn can be assigned to any open space on the player mat, including exposed abilities on wonder cards in your itinerary. It will return to your captain mat during your next recall turn, and can then be assigned to any action.
2) Crewmates are assigned to a specific drop ship. They can only be placed on crewmate or tapstone slots of the outfittings in that drop ship's row.
1. This action space is not fully filled with stones or crewmates. Therefore, you cannot take this action.
2. The captain pawn can be placed on an active wonder card, or on any empty slot in any drop ship row.
3. If no captain pawn symbol is shown, the wonder card action is always in effect.
4. Empty spaces have no effect during recall turns.
Place the crewmate of the drop ship on an empty space in its row to take the action (if all slots on the outfitting are filled).
These are the possible ways to use your crewmates during a recall:
a) Place a crewmate or your captain pawn on any empty tapstone or tourist slot on an outfitting in the crewmate’s row. The captain pawn can be placed in any row. The placed crewmate takes the place of a tapstone or tourist.
b) Place a crewmate or your captain pawn on any empty crewmate slot on an outfitting in the crewmate’s row. The captain pawn can be placed in any row.
c) Place your captain pawn on the action slot of your active wonder card or starting wonder card.
Tactics Tip: One key aspect of the game is the decision you make between offloading tapstones from your player mat to fulfill wonder cards and recalling your drop ships to activate outfittings. Since the player mat requires the power of the stones to activate outfittings, you will want to balance the race to gain wonder cards against the "engine building" bonuses of running your player mat.