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SETI Search for Extraterrestrial Intelligence · Reference sheet

SETI Search for Extraterrestrial Intelligence reference sheet

Overview

  • 1–4 players (+ solo mode vs. rival AI), ~90–120 min [p.7 — Game Overview]
  • Each player runs a space agency; explore the solar system, scan stars, analyze data, research tech [p.1 — Intro]
  • 5 rounds; most victory points wins [p.7 — Game Overview]
  • Core loop: take 1 main action per turn (Launch, Move, Orbit/Land, Scan, Analyze, Research, Play Card, Pass) [p.7 — Main Actions]
  • Discover 2 hidden alien species by filling their life-trace spaces [p.20 — Alien Species]
  • Publicity is spent to research tech and buy cards; data fills your computer to earn life traces [p.14 — Analyze Data]

Setup

  1. Assemble main board (planetary + solar system + tech boards) [p.4 — Setup]
  2. Randomize 3 solar system discs and 4 sector boards; 1 nearby star per sector [p.4 — Solar System Board]
  3. Place 2 random face-down alien species boards in planetary board slots [p.4 — Alien Species]
  4. Shuffle main deck; deal 3 cards face-up as card row [p.4 — Card Row]
  5. Fill each star's data slot with data tokens [p.4 — Data]
  6. Place 4 gold scoring tiles (random side up) beside board [p.5 — Gold Scoring Tiles]
  7. Shuffle 4 tech tiles per tech onto matching spaces; place a 2-point tile on each stack [p.5 — Technologies]
  8. Prepare 4 end-of-round stacks of (players + 1) cards each [p.5 — End-of-Round Cards]
  9. Each player: take income card, gain 4 publicity / 4 credits / 3 energy / 5 cards; tuck 1 card for income [p.6 — Starting Resources]
  10. 2-player: 2 nonplayer markers on each of the 20-pt and 30-pt milestones; 3-player: 1 marker on each; 4-player: ignore neutral milestones [p.28 — Setup Reminders]

Turn structure

YOUR TURN

  1. Take free actions (any time before, during, or after main action) [p.7 — Free Actions]
  2. Take exactly 1 main action: Launch, Move Probe, Orbit/Land, Scan, Analyze Data, Research Tech, Play Card, or Pass [p.7 — Main Actions]
  3. After main action resolves, resolve any completed sectors and milestones before next player's turn [p.7 — Round Structure]

PASSING (main action)

  1. Discard down to 4 cards [p.19 — Passing]
  2. If first to pass this round: take rotation token, rotate solar system [p.19 — Passing]
  3. Choose 1 card from this round's end-of-round stack [p.19 — Passing]

BETWEEN ROUNDS

  1. All players collect income [p.19 — Between Rounds]
  2. Pass starting player marker left [p.19 — Between Rounds]

Actions

Main Action Cost Effect
Launch Probe Place probe figure on Earth [p.8]
Move Probe 1 move/space Move probe; comets/planets give publicity; +1 move to leave asteroids [p.9]
Orbit Planet 2 moves + energy Place orbiter on planet; gain bonuses [p.10]
Land on Planet 2 moves + 2 energy (1 if orbiter present) Place lander; gain bonuses + data (first lander only) [p.11]
Scan Nearby Stars 1 credit + 2 energy Mark signal in Earth's sector; discard card row card → mark signal in matching sector; activate telescope techs [p.12]
Analyze Data — (computer top row must be full) Discard all computer data; mark 1 life trace for either alien species [p.14]
Research Tech 6 publicity Rotate solar system; take top tile from chosen tech stack; gain bonus [p.16]
Play Card Printed cost Resolve card effect [p.15]
Pass End your round; choose end-of-round card [p.19]

FREE ACTIONS (any time on your turn)

  • Place data from pool into computer (left to right) [p.14 — Placing Data]
  • Discard a card for its free-action benefit [p.7 — Card Overview]
  • Resource exchange: 2 cards/credits/energy → 1 card/credit/energy [p.18 — Resource Exchange]
  • Buy a card: spend 3 publicity → take from card row or deck [p.18 — Buying a Card]
  • Complete a conditional mission if condition is met [p.15 — Conditional Missions]

Scoring

During game (immediate points)

  • 2 pts: place 2nd marker in a sector's data slot [p.13 — Marking Signals]
  • 2 pts: first to take from a tech stack (2-point tile) [p.5 — Technologies]
  • 5 pts + 1 publicity: claim a life-trace discovery space [p.11 — Marking Life Traces]
  • 3 pts: place marker in alien overflow space [p.20 — Overflow Spaces]
  • Variable pts: win a sector (reward shown on sector) [p.13 — Completing a Sector]
  • Variable pts: orbit/land on planets (shown on planet) [p.10–11]

Gold milestones (at 25, 50, 70 pts): choose 1 gold scoring tile, mark highest available space [p.18 — Gold Milestones]

End-of-game scoring

  • Points from gold scoring tiles (sets of techs, income cards, missions/scoring cards, life traces, or sector wins paired with orbiters/landers) [p.21 — Gold Scoring Tiles]
  • Points from end-of-game scoring cards (gold box cards) [p.21 — Final Scoring]
  • Possible alien species bonus scoring step [p.21 — Final Scoring]

End of game

  • Game ends after 5 rounds, once the last player passes [p.21 — Final Scoring]
  • Score end-of-game scoring cards (gold box) [p.21]
  • Score gold scoring tiles based on your marker positions [p.21]
  • Some alien species add an extra scoring step [p.21]
  • Most points wins; ties stand (no tiebreaker) [p.21 — Final Scoring]

Glossary

  • Life Trace: marker placed on an alien species' discovery space; 3 types (signal/planet/data); fills spaces to trigger discovery [p.11 — Marking Life Traces]
  • Sector: one of 8 areas of the sky, each containing 1 nearby star and a data slot; completed when last data token is replaced [p.13 — Completing a Sector]
  • Signal: marker placed in a sector's data slot during Scan or card effects; mandatory when triggered [p.13 — Marking Signals]
  • Income: resources gained between rounds from starting income card + all tucked cards [p.6 — Increasing Income]
  • Tucking a card: sliding a card under your income card permanently; gain its bottom-right bonus immediately and each round [p.6 — Increasing Income]
  • Orbiter: probe figure placed in orbit of a planet on the planetary board [p.10]
  • Lander: probe figure placed on a planet's surface on the planetary board [p.11]
  • Computer: your data-processing track; top row must be full to Analyze Data [p.14 — Analyze Data]
  • Publicity: resource spent to research tech (6) or buy cards (3); tracked on publicity track; max 10 [p.16 — Research Tech]
  • Gold Scoring Tile: end-game scoring category chosen at 25/50/70-pt milestones; scores sets of something [p.21 — Gold Scoring Tiles]
  • Overflow Space: fallback space below alien discovery columns; worth 3 pts when marked [p.20 — Overflow Spaces]
  • Mission Card: played card kept in front of you; conditional or triggerable; scores bonus when condition/trigger met [p.15 — Mission Cards]

FAQ

  • Q: Can a card that grants a Launch action ignore the 2-probe limit? — A: Only for that specific action; later launches must respect the limit [p.28 — FAQ]
  • Q: Can I trade 2 different resource types (e.g., 1 card + 1 energy) for 1 resource? — A: No; only 2 of the same type. Alien cards count as cards (except Exertian cards, which are not in hand) [p.28 — FAQ]
  • Q: Does the marker I leave after winning a sector help me win it again? — A: No; it only records a past win and is ignored when determining the next winner [p.28 — FAQ]
  • Q: Do I gain publicity if the solar system rotation pushes my probe onto a comet? — A: Yes; probes always gain publicity when visiting a space object, even off your turn [p.28 — FAQ]
  • Q: Can I Scan if I've run out of markers? — A: Yes; use any suitable replacement (spare figures, another color's markers, etc.) [p.28 — FAQ]

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