Ludexv2026.11.01-65114139SETI: Search for Extraterrestrial IntelligenceOfficial rulebook ↗

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Cards & Components

SETI appendix: every board, piece, card type, tile and token with its picture, each card clarified in the official FAQ, all 12 techs, the 8 gold tile sides, each alien species’ components, Space Agencies, the promos and the full iconography.

Boards

ComponentComponent details
The solar system boardCount: 1 solar system board; What it is for: The rings your probes fly through. Gap-pushed probes; comet publicity. The solar system
The three solar system discs and the SunCount: 3 discs + the Sun; What it is for: Rotate to move the planets. Rotation; rotation through gaps.
The four sector boardsCount: 4 sector boards; What it is for: The 8 nearby stars and their data slots. Full-sector signals; ties; repeat wins; no second place. Sectors
The planetary boardCount: 1 planetary board; What it is for: Orbit and landing spaces, the alien slots. Landing with an orbiter; opponent orbiter discount. Orbit
The tech boardCount: 1 tech board; What it is for: The 12 tech stacks. Research a tech
A player boardCount: 4 player boards; What it is for: Data pool, computer, tech slots, action costs. Analyze timing; multiple data placements; computer tech placement. Data

Cards

CardComponent details
The main deckCount: 138 main-deck cards; What it does: Projects: play for the effect, discard for the corner or a signal, tuck for income. The end-of-round stacks come from this deck. Take from the row; refill after a scan. Each card the official FAQ clarifies: Main-deck cards. Card anatomy
A conditional mission cardCount: Conditional missions; What it does: Reward once a condition is true. Mission conditions and opponents’ pieces. Conditional missions
A triggerable mission cardCount: Triggerable missions; What it does: One reward per circle, triggered by later actions. One reward per action; optional moves; objectives and missions. Triggerable missions
An end-of-game scoring cardCount: End-of-game scoring cards; What it does: Gold box scored at the end. End-of-game cards
The starting income cardCount: 4 starting income cards; What it does: Back: starting resources. Front: 3 credits, 2 energy, 1 card each round; tuck cards beneath. Starting tuck; income each round; what counts as income. Income

Main-deck cards

Every main-deck card that CGE clarifies in its official FAQ, in card-number order, with the ruling folded into the description. Cost = credits to play it. Resolve a card’s effects in order; a card that includes a main action uses its own cost, and you may interleave free actions on your turn (effect order, action cost, free actions). Cards with both rotation and a tech rotate only once; the rotation icon is a reminder (FAQ). The deck has 138 cards; the others work exactly as printed.

CardWhat it does
Card #1 Pioneer 11 Mission#1 Pioneer 11 Mission · 0 credits. Mission: the first time you visit Jupiter, and the first time you visit Saturn, cover that reward. Playing it is still your main action even at 0 credits. A probe already on the planet when you play the card doesn’t count — move onto it again; orbiters and landers never count as visits. Rule
Card #2 Mariner 10 Mission#2 Mariner 10 Mission · 0 credits. Same as Pioneer 11, for Venus and Mercury. Rule
Card #3 Voyager 2 Mission#3 Voyager 2 Mission · 0 credits. Same as Pioneer 11, for Uranus and Neptune. Rule
Card #4 Galileo Mission#4 Galileo Mission · 0 credits. Same as Pioneer 11, for Venus and Jupiter. Rule
Card #9 Falcon Heavy#9 Falcon Heavy · 3 credits. Launch two probes (plus the printed publicity); these two launches ignore your probe limit, so you can end up with 3 or 4 probes in space. Your normal launches still respect the limit afterwards. FAQ. Rule
Card #11 Grant#11 Grant · 1 credit. Draw a card (from the row or blind from the deck), reveal it and gain its free-action corner (top left). A blind draw risks a corner you can’t use. Rule
Card #15 Atmospheric Entry#15 Atmospheric Entry · 1 credit. Remove one of your orbiters from any planet for the printed points, data and card. The emptied orbit space frees up: if it was the first space, the next orbiter there gains its 3 points again (others don’t slide). Rule
Card #16 Dragonfly#16 Dragonfly · 1 credit. Land, even on a space already taken, and still gain the covered reward (the first-lander data). Works on an occupied moon if you have the moon tech. Rule
Card #17 OSIRIS-REx#17 OSIRIS-REx · 1 credit. Choose one of your probes: data if it sits on asteroids, plus 1 data per orthogonally adjacent asteroid space. The probe doesn’t have to be on asteroids itself. Rule
Card #19 Gravitational Slingshot#19 Gravitational Slingshot · 1 credit. Two moves; each time you visit a planet this turn you may take a move instead of the publicity. Lasts the whole turn, free-action moves included; the planet you start on doesn’t count. Rule
Card #20 Mercury Flyby#20 Mercury Flyby · 1 credit. Two moves; if you visit Mercury this turn, gain the printed points — once, however many visits. Rule
Card #21 Venus Flyby#21 Venus Flyby · 1 credit. Two moves; points for visiting Venus this turn, once. Rule
Card #22 Mars Flyby#22 Mars Flyby · 1 credit. Two moves; points for visiting Mars this turn, once. Rule
Card #23 Jupiter Flyby#23 Jupiter Flyby · 1 credit. Two moves; points for visiting Jupiter this turn, once. Rule
Card #24 Saturn Flyby#24 Saturn Flyby · 2 credits. Three moves; points for visiting Saturn this turn, once. Rule
Card #25 Lightsail#25 Lightsail · 2 credits. Four moves; 1 point for each different planet you visit this turn, Earth included (the same planet twice still counts once). Rule
Card #26 Through the Asteroid Belt#26 Through the Asteroid Belt · 1 credit. Two moves, and leaving asteroids costs only 1 move this turn (as with the orange asteroid tech). Rule
Card #27 Hubble Space Telescope#27 Hubble Space Telescope · 1 credit. One move, then mark a signal in a sector with one of your probes. Move first; the probe must be on the Solar system board, not an orbiter or lander. Rule
Card #28 Kepler Space Telescope#28 Kepler Space Telescope · 2 credits. As Hubble, but both signals go in the same sector with that probe. FAQ. Rule
Card #29 James Webb Space Telescope#29 James Webb Space Telescope · 2 credits. Mark three signals: one in the probe’s sector and one in each neighbouring sector. FAQ. Rule
Card #30 Great Observatories Project#30 Great Observatories Project · 2 credits. Choose up to 3 probes on the Solar system board — yours or other players’ — and mark a signal in each one’s sector. Rule
Card #45 Allen Telescope Array#45 Allen Telescope Array · 2 credits. Discard two cards from the card row for their signals (refill only after both); if you complete a sector this turn, gain the printed move. Rule
Card #46 ALMA Observatory#46 ALMA Observatory · 2 credits. As Allen, with the printed reward for completing a sector this turn. Rule
Card #47 Very Large Array#47 Very Large Array · 2 credits. As Allen, with the printed reward for completing a sector this turn. Both row cards are discarded before the row refills. Rule
Card #50 Square Kilometre Array#50 Square Kilometre Array · 3 credits. Discard all three row cards for their signals, then refill; 2 points per different sector you marked — up to 6. Rule
Card #51 Lovell Telescope#51 Lovell Telescope · 3 credits. A Scan action without its base cost (purple-tech extras still cost). Mission: once you have at least 8 publicity, take the reward. Rule
Card #52 Parkes Observatory#52 Parkes Observatory · 2 credits. A Scan without the base cost; 2 points per red-sector signal you mark with it. Rule
Card #53 Deep Synoptic Array#53 Deep Synoptic Array · 2 credits. A Scan without the base cost; 2 points per yellow-sector signal you mark with it. Rule
Card #54 VERITAS Telescopes#54 VERITAS Telescopes · 2 credits. A Scan without the base cost; 2 points per blue-sector signal you mark with it. Rule
Card #55 Arecibo Observatory#55 Arecibo Observatory · 3 credits. A Scan without the base cost, plus one extra signal in any sector. Rule
Card #58 Uranus Orbiter and Probe#58 Uranus Orbiter and Probe · 2 credits. Launch. Mission: an orbiter or lander at Uranus — its moon counts too (CGE: missing from the card text, always intended). Rule
Card #60 Trident Probe#60 Trident Probe · 2 credits. Launch. Mission: an orbiter or lander at Neptune — its moon counts too (CGE ruling). Rule
Card #65 FAST Telescope Construction#65 FAST Telescope Construction · 4 credits. Two row signals (discard, then refill the row), then rotate and take a telescope tech — in that order, so a card from the tech’s bonus comes from the refilled row.. Rule
Card #67 Yevpatoria Telescope Construction#67 Yevpatoria Telescope Construction · 3 credits. Publicity, rotate and take a telescope tech, then you may discard 1 card from your hand for its signal (sector = the card’s top-right colour).. Rule
Card #73 Clean Space Initiative#73 Clean Space Initiative · 1 credit. Discard all three row cards and use their free-action corners; they’re discarded even when you can’t or don’t want to use a corner. Rule
Card #74 Pre-launch Testing#74 Pre-launch Testing · 2 credits. Launch; 1 move per card with a move free-action corner that you show from your hand. Rule
Card #78 SETI Institute#78 SETI Institute · 2 credits. Mission with three rewards: cover one each time you scan in the right way, any order — one per triggering action. Rule
Card #79 ISS#79 ISS · 2 credits. Mission with three rewards, one per triggering launch, any order. Rule
Card #80 Cape Canaveral SFS#80 Cape Canaveral SFS · 1 credit. Mission with three rewards, one per triggering launch, any order. Rule
Card #81 International Collaboration#81 International Collaboration · 2 credits. Take a tech another player already has — no rotation and no printed tile bonus, but the free launch or 2 data of those two techs still apply. Rule
Card #84 Sample Return#84 Sample Return · 1 credit. Remove one of your landers from a planet or moon to mark a trace. A freed first space gives its 2 data again to the next lander. Rule
Card #88 Chandra Space Observatory#88 Chandra Space Observatory · 2 credits. Two signals in a sector with your probe. Mission: signals in 4 different sectors — counted on the board when you complete it; you may complete it before the sector you just filled resolves. Rule
Card #89 NIAC Program#89 NIAC Program · 2 credits. Draw 3 cards (shown as “3?”). Mission: no cards in hand — Exertian cards don’t count as in hand. Rule
Card #91 Fusion Reactor#91 Fusion Reactor · 3 credits. The printed reward per card you have tucked for energy income, then tuck this card (an income increase: gain its resource now). Rule
Card #92 NASA Image of the Day#92 NASA Image of the Day · 3 credits. Publicity, the printed reward per card tucked for card income, then tuck this card for income. Rule
Card #93 Government Funding#93 Government Funding · 3 credits. The printed reward per card tucked for credit income, then tuck this one too — count first, tuck after. Rule
Card #98 Coronal Spectrograph#98 Coronal Spectrograph · 1 credit. Mark a purple trace for a species where you already have a yellow one (discovery and overflow spaces count as that species’). Rule
Card #99 Electron Microscope#99 Electron Microscope · 1 credit. Mark a yellow trace for a species where you already have a blue one. Rule
Card #100 Exascale Supercomputer#100 Exascale Supercomputer · 1 credit. Mark a blue trace for a species where you already have a purple one. Rule
Card #101 Telescope Time Allocation#101 Telescope Time Allocation · 2 credits. Mission: one reward per Scan, any order. If the Scan completes a sector you may cover a reward first and use its extra signal before the sector resolves. Rule
Card #103 Westerbork Synthesis Radio Telescope#103 Westerbork Synthesis Radio Telescope · 3 credits. Rotate and take a telescope tech. Mission: win the same sector twice.. Rule
Card #106 Strategic Planning#106 Strategic Planning · 1 credit. Mission: when you pay 1, 2 or 3 credits to play a card as your main action, cover the matching reward. Discarding a card doesn’t trigger it. Rule
Card #107 First Black Hole Photo#107 First Black Hole Photo · 2 credits. Mark a blue trace. Mission: one reward per later blue trace, any order. Rule
Card #112 Planetary Geologic Mapping#112 Planetary Geologic Mapping · 3 credits. Rotate and take a probe tech. Mission: an orbiter and a lander at the same planet — a lander on its moon counts (CGE ruling).. Rule
Card #113 Solvay Conference#113 Solvay Conference · 2 credits. End-of-game: score the gold tile you didn’t mark at its lowest (rightmost) tier; if you marked fewer than 3, pick one of the unmarked. Rule
Card #114 Planet Hunters#114 Planet Hunters · 1 credit. Draw a card, then discard up to 3 cards from your hand for their signals. Rule
Card #116 Control Center#116 Control Center · 1 credit. Mission: when you mark a signal in a yellow, red or blue sector, cover that colour’s reward. One Scan can trigger several; older signals don’t. Rule
Card #117 Lunar Gateway#117 Lunar Gateway · 3 credits. Land, even on a moon without the tech. Mission: one reward per later orbit or landing, any order. Rule
Card #118 PLATO#118 PLATO · 1 credit. Three signals in a sector with your probe, but return their data to the supply — good for excess signals. Rule
Card #119 PIXL#119 PIXL · 3 credits. Rotate and take a computer tech, then 1 point per publicity you have. You may place data mid-action to gain publicity first.. Rule
Card #120 Orbiting Lagrange Point#120 Orbiting Lagrange Point · 1 credit. A signal in a sector with your probe; if it’s your only signal there (none before), the card returns to your hand — even if the signal completes the sector. Rule
Card #122 Amateur Astronomers#122 Amateur Astronomers · 2 credits. Three times, one by one: discard the deck’s top card for its signal. Mandatory, even if it helps others. Rule
Card #123 Asteroids Flyby#123 Asteroids Flyby · 0 credits. One move; data for visiting asteroids this turn, once. A main action despite costing 0. Rule
Card #124 Cometary Encounter#124 Cometary Encounter · 1 credit. Two moves; points for visiting a comet this turn, once. Rule
Card #125 Trajectory Correction#125 Trajectory Correction · 1 credit. One move; points and publicity if you move within the same ring (same distance from the Sun) this turn. Rule
Card #126 Euclid Telescope Construction#126 Euclid Telescope Construction · 3 credits. Take an orange or a purple tech (one rotation either way). End-of-game: points per matching item, as printed. Rule
Card #127 NEAR Shoemaker#127 NEAR Shoemaker · 1 credit. Publicity now; end-of-game 13 points only if one of your probes is on asteroids when the game ends — a rotation after you pass can push it off. Rule
Card #128 Advanced Navigation System#128 Advanced Navigation System · 1 credit. Mission: each visit to a planet other than Earth covers one reward; revisiting the same planet counts again. Rule
Card #129 Asteroid Research#129 Asteroid Research · 0 credits. Mission: each time you visit asteroids on your turn, cover one reward — a rotation on your turn that pushes your probe onto asteroids counts. Rule
Card #133 Optimal Launch Window#133 Optimal Launch Window · 2 credits. Launch, then 1 move per other planet or comet lined up with Earth outward from the Sun (up to 3). Rule
Card #134 Herschel Space Observatory#134 Herschel Space Observatory · 1 credit. A signal in a sector with your probe. Mission: signals in 4 different sectors, counted on the board. Rule
Card #135 Noto Radio Observatory#135 Noto Radio Observatory · 2 credits. A Scan without the base cost (purple-tech extras still cost), plus publicity. Rule
Card #136 Algonquin Radio Observatory#136 Algonquin Radio Observatory · 1 credit. A signal in each of the four colours’ sectors, but no data from them. Rule
Card #138 Cornell University#138 Cornell University · 1 credit. Mission: when you discard a card from your hand for its free-action corner, cover the reward matching that corner (publicity, data or move); stronger alien corners count if they include it. Rule

Alien cards

Each species brings its own deck, used once it is discovered. These are the alien cards the official FAQ clarifies; Exertian cards are not among them. Alien cards

Mascamites cards

CardWhat it does
Card ET.1 First ContactET.1 First Contact · 1 credit. One move and land, then pick up a sample. Mission: deliver a sample capsule to Earth. Samples come only from Jupiter or Saturn (or their moons) while tokens last; the capsule can deliver on any later turn as a free action. Rule
Card ET.2 Rover ExplorationET.2 Rover Exploration · 2 credits. Land on a planet or moon even without the tech, then pick up a sample. Mission: deliver to Earth. Rule
Card ET.3 Mass Sample CollectionET.3 Mass Sample Collection · 1 credit. Orbit, then pick up a sample. Mission: deliver to Earth. Rule
Card ET.4 Martian Quarantine LabET.4 Martian Quarantine Lab · 1 credit. Land, then pick up a sample. Mission: deliver it to Mars instead of Earth. Rule
Card ET.5 Ecosystem StudyET.5 Ecosystem Study · 1 credit. With a probe on Jupiter or Saturn (not an orbiter or lander), look at its samples, gain one’s reward and put it back (show that one only). End-of-game: points per trace for this species. Rule
Card ET.6 The QueenET.6 The Queen · 2 credits. Land even without the tech, pick up a sample. Mission: deliver to Earth. Rule
Card ET.7 Breeding SampleET.7 Breeding Sample · 1 credit. Land, pick up a sample. Mission: deliver to Earth and resolve that sample’s reward twice. Rule

Anomalies cards

CardWhat it does
Card ET.13 Concerned PeopleET.13 Concerned People · 1 credit. Mission: one reward per tech you research, any order. Rule
Card ET.14 Listening CarefullyET.14 Listening Carefully · 2 credits. A Scan without the base cost, plus a signal in the sector of the anomaly that triggers next. Rule
Card ET.15 Part of Everyday LifeET.15 Part of Everyday Life · 1 credit. Draw 3 random cards: discard one for its free-action corner, discard another for its income resource, keep the third. Rule
Card ET.20 Amazing UncertaintyET.20 Amazing Uncertainty · 1 credit. A signal in any sector, then 1 point per signal you have in the three sectors with anomalies — score before a completed sector resolves. Rule

‘Oumuamua cards

CardWhat it does
Card ET.21 Visitor in the SkyET.21 Visitor in the Sky · 2 credits. A Scan without the base cost; 2 points per signal you mark on the ‘Oumuamua tile. Mission: a trace for this species that costs exofossils (a 25-point or a 6-point space). Rule
Card ET.22 Altered TrajectoryET.22 Altered Trajectory · 2 credits. A Scan without the base cost; an exofossil if you mark at least one signal on ‘Oumuamua this way. Rule
Card ET.23 Exofossil DiscoveryET.23 Exofossil Discovery · 1 credit. A signal in ‘Oumuamua’s sector (star system or tile). Mission: enough signals there for the printed reward. Rule
Card ET.27 Perfect TimingET.27 Perfect Timing · 2 credits. Four moves; reward for visiting ‘Oumuamua this turn (moving onto it). Mission: a signal on the ‘Oumuamua tile. Rule
Card ET.29 Comparative AnalysisET.29 Comparative Analysis · 1 credit. Mission: one reward per trace you mark, any order. Rule

Centaurians cards

CardWhat it does
Card ET.31 Vessel DesignsET.31 Vessel Designs · 1 credit. Delayed reward: when its message resolves, tuck this card for income and gain that resource at once. It can also be tucked by a normal income increase. Rule
Card ET.32 ExocomputersET.32 Exocomputers · 1 credit. As Vessel Designs, with its own message reward. Publicity and data income don’t count for the gold income tiles. Rule
Card ET.33 InfoclusterET.33 Infocluster · 1 credit. As Vessel Designs, with its own message reward. Rule
Card ET.38 Hivemind ConceptET.38 Hivemind Concept · 2 credits. As Vessel Designs, with its own message reward. Rule
Card ET.39 Telescope BlueprintsET.39 Telescope Blueprints · 2 credits. As Vessel Designs, with its own message reward. Rule
Card ET.40 Torrent-chain SignalET.40 Torrent-chain Signal · 2 credits. As Vessel Designs; its reward marks signals in a sector of your choice. Rule

Alien species

Each species has an alien board, rule sheet, card deck and pieces. Their cards are not mission cards; discovery rewards apply only to the three marked discovery spaces, not overflow. Traces may go in any free space of the matching colour (card types, alien board spaces, discovery spaces). Rules in brief: The five species.

SpeciesComponent details
Mascamites components MascamitesBoard: Mascamites board; Card: Mascamites card back; Pieces and rules: Mascamite sample bonuses 10 cards, 7 sample tokens. Collect samples at Jupiter and Saturn, fly them as capsules, deliver for the token’s bonus. Publicity is gained only by moving onto its icon, not when a capsule appears there (FAQ).
Anomalies components AnomaliesBoard: Anomalies board; Card: Anomalies card back; Pieces and rules: Anomaly tokens 10 cards, 3 anomaly tokens. When Earth rotates into an anomaly’s sector, the leader of its colour column takes the reward. A player at the hand limit may still gain the Anomalies card because the four-card limit is checked only when passing (FAQ).
‘Oumuamua components ‘OumuamuaBoard: ‘Oumuamua board; Card: ‘Oumuamua card back; Pieces and rules: The ‘Oumuamua tile Exofossil tokens 10 cards, 1 tile, 17 exofossils. A planet with its own data slot; exofossils pay for board spaces. Leftover exofossils do not score (FAQ).
Centaurians components CentauriansBoard: Centaurians board; Card: Centaurians card back; Pieces and rules: Message tiles 10 cards, 4 message tiles. Messages arrive 15 points later; cards cost energy.
Exertians components ExertiansBoard: Exertians board; Card: Exertians card back; Pieces and rules: Exertian milestones 15 cards, 2 milestone tiles. Secret cards score points and add danger; at game end, whoever has the most danger loses 10% of their points, rounded down, including all tied players. Each milestone can trigger only once, and you may inspect your own played cards (milestone, private cards).

Promo cards

CardComponent details
PlutoTag: [Pluto]; Effect: Orbit or land on Pluto from the outer ring; a probe cannot visit Pluto because it has no solar-system space (FAQ). Pluto Promo
Gateway to MarsTag: [Mars]; Effect: The mission rewards 2 publicity + 5 points. Playing a Mars card and orbiting or landing on Mars are separate triggers, so Perseverance Rover can cover two circles in one action (FAQ). Gateway to Mars
DLRTag: [DLR]; Effect: Launch, then a resource by sector colour. DLR
Space Agencies promoTag: [SA-Promo]; Effect: Launch + signal token; in your next game with quick-start cards, deal yourself one extra option but still keep two (FAQ). Space Agencies promo card
Drake EquationTag: [Drake]; Effect: Rewards for each trace you mark for the right species. Drake Equation

Tiles

Tech tiles

Computer techs give their 2-point tile bonus when taken, and can go in any open computer slot rather than left to right. Tech placement.

TileComponent details
Probe tech 1Tech: Probe 1; Effect: 2 probes in space; free launch.
Probe tech 2Tech: Probe 2; Effect: Publicity at asteroids; no extra move to leave them.
Probe tech 3Tech: Probe 3; Effect: Landing costs 1 energy less.
Probe tech 4Tech: Probe 4; Effect: Land on moons.
Telescope tech 1Tech: Telescope 1; Effect: Scan a sector next to Earth’s; bonus 2 data.
Telescope tech 2Tech: Telescope 2; Effect: 1 publicity: extra signal at Mercury.
Telescope tech 3Tech: Telescope 3; Effect: Discard a hand card for an extra signal.
Telescope tech 4Tech: Telescope 4; Effect: 1 energy: launch or move during a scan; this free launch does not also cost 2 credits (FAQ).
Computer tech 1Tech: Computer 1; Effect: 2 points; lower space credit. Computer techs may be placed in any open slot (slot order).
Computer tech 2Tech: Computer 2; Effect: 2 points; lower space energy. Computer techs may be placed in any open slot (slot order).
Computer tech 3Tech: Computer 3; Effect: 2 points; lower space card. Computer techs may be placed in any open slot (slot order).
Computer tech 4Tech: Computer 4; Effect: 2 points; lower space publicity. Computer techs may be placed in any open slot (slot order).

Gold scoring tile sides

At game end, each marked tile scores its marked value multiplied by the number of matching sets (for example, a marked value of 4 with 3 matching tech sets scores 12). One side of each tile is used per game; you mark its highest free value when you reach a milestone. Scoring.

SideScores for each…
Tech set sideprobe + telescope + computer tech
Tech pair side2 techs
Income set sideCredit, energy and card income cards tucked beneath the income card; only tucked cards count, not the printed starting income (FAQ).
Income majority sideThe larger of your tucked credit or energy income cards; what counts as income.
Mission sidecompleted mission
Mission pair side2 completed missions / gold-box cards
Trace set sideyellow + purple + blue trace
Win and orbiter sideSector win paired with an orbiter or lander (moons count): compare the number of win markers with the number of orbiters and landers, then score the smaller total. For example, 3 wins plus 1 lander and 1 orbiter make 2 sets (FAQ).

Tokens & pieces

Player pieces

ComponentComponent details
Figures, markers, publicity and score counters, 100/200 token and income cardCount: Per colour: 8 figures, 30 markers, publicity counter, score counter, 100/200-point token, starting income card; What it is for: Probes/orbiters/landers; signals, traces and tile marks; the two tracks. Figures and markers are interchangeable and unlimited. Neutral milestone markers resolve one at a time; when one turn crosses both, resolve both, then resolve milestones at the end of that turn (one marker, both milestones, timing). Orbiters and landers are not probes for card effects; a win marker is not a signal.
Quick reference sheetsCount: 4 quick reference sheets; What it is for: Actions, free actions, iconography, techs and gold tiles.

Shared pieces

ComponentComponent details
Tech tilesCount: 48 tech tiles; What it is for: 4 of each of the 12 techs. Techs
Two-point tilesCount: 12 two-point tiles; What it is for: 2 points for the first player to take each tech.
The starting player markerCount: 1 starting player marker; What it is for: Moves left each round.
Solar system rotation tokensCount: 2 rotation tokens; What it is for: Which disc turns next; the first-to-pass reminder. A probe pushed through a gap enters the next space (FAQ).
Gold scoring tilesCount: 4 gold scoring tiles (8 sides); What it is for: End-game multipliers. Income sets; sector win + orbiter/lander side. Gold scoring tiles
Credit and energy tokensCount: 30 credits, 30 energy; What it is for: Unlimited supply.
Data tokensCount: 70 data tokens; What it is for: Fill star slots; go to your data pool and computer. You may place more than one data each turn (FAQ).

Solo components

ComponentComponent details
Solo objective tilesCount: 24 solo objective tiles; What it is for: Levels I–III; spend them each round. One action may also satisfy a mission trigger (FAQ). Objectives
Rival action cardsCount: 19 rival action cards; What it is for: S.1–S.4 basic, S.5–S.15 advanced, 5 alien cards. The rival has no income (FAQ). Rival turns
The rival boardsCount: Rival boards (5 difficulties); What it is for: Progress track, computer, preferred techs. Solo setup

Space Agencies components

[Agencies] Details on Space Agencies.

ComponentWhat it is for
Organizations11 organizations, 3 Xenolab tiles, Futurespan token.
An organization cardOrganization anatomy: starting resources, passive power, once-per-round ability, income.
Quick start cards21 quick start cards.
42 new cards42 main-deck cards.
Signal tokens10 signal tokens.
ArkhosArkhos: board, 9 exploration and 12 security cards.
GlyphidsGlyphids: board, translation board, 2 strips, 10 cards, 35 glyph tokens.
AmoebaAmoeba: board, 10 cards, 5 organelle tokens.
Rival cards4 rival action cards.
Long-term objectives3 long-term objective tiles.

Space Agencies cards in the official FAQ

[Agencies] CGE’s Space Agencies FAQ clarifies these cards. No public picture of their faces exists yet, so they are listed by number and name: check each against the physical card.

Icons

Iconography

From the quick reference sheet and the alien rule sheets.

IconMeaning
CreditCredit
EnergyEnergy
Card from the card row or the deckCard from the row or the deck
Random card from the deckRandom card from the deck
PublicityPublicity
DataData
Data tokenData token
Victory pointVictory point
Move a probe 1 spaceMove a probe 1 space
Card of this alien speciesCard of this alien species
Tuck a card for incomeTuck a card for income
Credit incomeCredit income
Energy incomeEnergy income
Card incomeCard income
Probe techProbe tech
Telescope techTelescope tech
Computer techComputer tech
Tech of any typeTech of any type
Rotate the solar systemRotate the solar system
Mark a signalMark a signal
Signal in a yellow sectorSignal in a yellow sector
Signal in a red sectorSignal in a red sector
Signal in a blue sectorSignal in a blue sector
Signal in a black sectorSignal in a black sector (rare)
Signal in the sector with EarthSignal in the sector with Earth
Discard a card from the card row for a signalCard-row card discarded for a signal
Win in a yellow sectorWin in a yellow sector
Win in a red sectorWin in a red sector
Win in a blue sectorWin in a blue sector
Win in a black sectorWin in a black sector
Win in any sectorWin in any sector
Any life traceAny life trace
Yellow life traceYellow trace (landing)
Purple life tracePurple trace (sectors)
Blue life traceBlue trace (data)
OrbiterOrbiter
LanderLander
Orbiter or landerOrbiter or lander
Mission completedMission completed
End-of-game scoringEnd-of-game scoring
Launch a probeLaunch a probe
OrbitOrbit
LandLand
ScanScan
Analyze dataAnalyze data
Play a cardPlay a card
Research a techResearch a tech
PassPass
3 publicity3 publicity (buy a card)
Deliver a Mascamite sampleDeliver a Mascamite sample
Signal on ‘OumuamuaSignal on ‘Oumuamua
DangerExertian danger
Exertian milestoneExertian milestone
Rules

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