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

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Rounds, Turns and Free Actions

SETI's five rounds, the one-main-action turn, every free action, cards and income, passing and what happens between rounds.

Overview of a round

The game lasts 5 rounds. The holder of the starting player marker takes the first turn; play goes clockwise and skips anyone who has passed. A round ends once everyone has passed; then all players take income and the starting player marker moves one seat to the left.

[Agencies] With organizations the game lasts 4 rounds — rounds 2 to 5 only (Space Agencies).

Your turn

Main actions

On your turn you take exactly one main action. All eight are printed on your player board:

ActionCostRules
Launch a probe Launch a probe2 CreditLaunch a probe
Orbit Orbit a planet1 Credit 1 EnergyOrbit a planet
Land Land on a planet or moon3 Energy (2 with an orbiter there)Land
Scan Scan nearby stars1 Credit 2 EnergyScan
Analyze data Analyze data1 EnergyAnalyze data
Play a card Play a cardthe card’s costPlay a card
Research a tech Research a tech6 PublicityResearch a tech
Pass Pass for the round—Pass

Free actions

Besides the main action you may take any number of free actions — before, after or even in the middle of your main action. You can interrupt a main action with a free action, but not a free action with another one.

End of your turn

Once your main action and free actions are done, resolve any milestones you reached and any species discovered this turn. Then the next player goes.

Cards

Card anatomy

A project card with its parts labelled: free-action corner, sector colour, cost, effect, mission and income type

Every card in the main deck is a real or planned space project, and it can be used in one of these ways — never two:

The card row

Three cards lie face up beside the deck. Whenever you take a card from the row, refill it at once from the deck. A scan discards from the row instead and refills only after the whole scan. An empty deck is rebuilt by shuffling the discard pile.

Drawing cards

Hand size

There is no limit during the round; you discard down to 4 only when you pass.

Income

Your starting income card shows the income you get at the start of rounds 2–5: 3 Credit, 2 Energy and 1 Random card from the deck — plus the income of every card tucked beneath it.

Increasing income

When you gain Tuck a card for income, tuck a card from your hand under your starting income card. Gain its income resource (bottom-right corner: Credit income, Energy income or Card income) immediately, and again each time you collect income. You may decline to tuck. The first tuck happens at setup.

Publicity

Your publicity counter runs from 0 to 10; any publicity above 10 is lost. You gain it by visiting planets and comets, contributing to sectors, marking discovery spaces and placing data. You spend it on techs (6) and on buying cards (3).

Free actions list

Free actionWhat it does
Place dataMove a Data token data token from your data pool into the computer and gain the reward it covers (Data).
Complete a missionWhen a conditional mission’s condition is met, take its reward (Missions).
Free-action cornerDiscard a card for its top-left benefit.
Buy a movement1 Energy → 1 Move a probe 1 space.
Buy a card3 Publicity → 1 Card from the card row or the deck from the row or the deck.
Exchange resources2 identical of credit, energy or cards → 1 credit, energy or card.

Exchange resources

Two of the same resource buy one of any of the three: two cards from your hand for a credit, two energy for a card, and so on. A card bought this way may come from the row or the deck. Mixed pairs (a card and an energy) are not allowed.

Pass

Passing is your main action, so free actions are still allowed before it. Then, in order and with no more free actions:

  1. Discard down to 4 cards.
  2. If you are the first to pass this round, take the rotation reminder token off the end-of-round stack and rotate the solar system. (In round 5 you still rotate and discard the token.)
  3. Choose one card from this round’s end-of-round stack. Early passers choose from more cards; the last player takes one of the final two and discards the other.

After rounds 1–4 every player gets one end-of-round card. You may collect your income any time after you pass, to speed play up.

Between rounds

  1. Everyone takes income — the starting income card plus every tucked card.
  2. The starting player marker moves one player to the left.
  3. The rotation reminder token goes on the next round’s end-of-round stack.

Rules reminders

Rules

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