Clank! In! Space! Provides examples of:
- Cat Folk: The generic alien race of the setting are yellow cat-looking aliens with antennae.
- Complaining About Rescues They Don’t Like: The Ace Pilot will net the the player a nice chunk of victory points, but is a hindrance to your quest. His quote threatens to lock the player in the cell the player just rescued him from.
- Ensign Newbie: He just doesn’t know when to shut up.
- Expy: Most characters and items are references to famous Sci-Fi properties.
- Guide Dang It!: The meaning of the cartoon-bomb looking symbols isn’t explained in this manual, nor it is explained in the orignal Clank’s manual – it was only explained in expansioins of the original game. They represent the player adding a Clank through a board action, instead of through a card.
- Hired Guns: The Mercenaries were good guys in Clank, but are bad guys here. They make the players more likely to be struck.
- Mecha-Mooks: The G.O.B.L.I.N robots are exactly as strong as the fleshy goblins from the original game
- Recycled IN SPACE!: It’s in the name! Played for laughs.
- Remixed Level: Clank In Space’s board is modular – that is to say, there are six sections of the board. Three of them – the Cargo Bay module, Corridor module, and Command module, are there every time the game is played. However, the other three are randomized per play.
- Teleportation Sickness: A player that uses a teleporter has to take a turn to shake the nausea off. The Hyperlift also causes the sickness, but not from teleportation, but from its sheer speed.
- Double Reverse Quadruple Agent: the Triple Agents count as whatever faction you need them to when you draw them. They’re actually three seperate, identical people, each of which are on a different sides.