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

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Teach the Game

A script to teach SETI at the table — how you win, the boards, a round, the end, every way to score and what each resource is for.

How you win

“Each of us runs a space agency hunting for alien life. Over five rounds — two to three hours — we launch probes to the planets, point telescopes at nearby stars and crunch the data we collect. Every find is a life trace; three different traces under one hidden alien board reveal that species, and then everyone can study it. Whoever ends with the most Victory point victory points wins.”

What you need, and how you get it:

The loop: collect resources → spend them on one action per turn → turn the results into traces, points and a bigger income for the next round.

The boards

The shared boards with numbered pointers: planetary board, solar system, nearby stars, card row, tech board, gold tiles, alien slots, end-of-round cards and the scoring track

  1. Planetary board — the planets you orbit and land on, with their rewards.
  2. Solar system — three rotating discs where your probes fly.
  3. Nearby stars and sectors — eight star systems whose data you collect by marking signals.
  4. Card row — three face-up cards you can take or discard for signals.
  5. Tech board — 12 technologies in three colours.
  6. Gold scoring tiles — four end-game tiles you claim at milestones.
  7. Alien species — two face-down species with their discovery spaces.
  8. End-of-round cards — the earlier you pass, the more you choose from.
  9. Scoring track — with the gold and neutral milestones.

Your own player board:

Your player board with numbered pointers: data pool, computer, probe and telescope tech slots, publicity counter and score counter

  1. Data pool — up to 6 data waiting to go into the computer.
  2. Computer — fill its top row, then analyze; computer techs extend it.
  3. Probe tech slots — improve your probes.
  4. Telescope tech slots — improve your scans.
  5. Publicity counter — 0 to 10, spent on techs and cards.
  6. Score counter — triggers milestones as it passes them.

A round

  1. The starting player takes the first turn; then clockwise, skipping players who passed.

  2. On your turn, one main action (all printed on your board), plus any number of free actions before, during or after it — see Your turn:

    Main actionCostWhat it does
    Launch a probe Launch a probe2 CreditA probe on Earth (limit: 1 probe in space).
    Orbit Orbit1 Credit + 1 EnergyProbe at a planet becomes an orbiter: planet’s orbit rewards, usually income.
    Land Land3 Energy (2 if an orbiter is there)Probe becomes a lander: a Yellow life trace trace, points, data for the first.
    Scan Scan1 Credit + 2 EnergyMark signals in Earth’s sector and a card-row sector, plus telescope techs.
    Analyze data Analyze data1 EnergyFull computer top row → clear it, mark a Blue life trace trace.
    Play a card Play a cardits costResolve the card’s white effect.
    Research a tech Research a tech6 PublicityRotate the solar system, take a tech and its bonus.
    Pass Pass—Discard to 4, first passer rotates, take an end-of-round card.
  3. After your turn, resolve milestones, then any discovered species.

  4. When everyone has passed: everyone takes income, the starting player marker moves left, the rotation reminder moves to the next stack. See Between rounds.

How the game ends

After round 5 (or round 5 of the four-round [Agencies] game — see Space Agencies). Then score end-of-game cards, gold scoring tiles and any alien scoring step. Most points wins; a tie stays a tie. Full details in End of game.

Ways to score

SourceHow and when
Starting score1, 2, 3 or 4 points by turn order.
Orbiter First orbiter at a planet3 points, plus the planet’s orbit rewards.
Lander LandingPoints printed on the planet (or moon); the first lander also gets data.
Life traces5 points + 1 publicity on a discovery space; 3 points on an overflow space; printed rewards on the alien boards.
Signals2 points for the marker in a sector’s second data space; winning a sector gives its star’s reward.
Computer2 points for each data placed in a computer tech’s upper space.
Techs2 points for the first tile taken from each stack.
CardsCard effects, mission rewards and end-of-game scoring cards.
End-of-game scoring Gold scoring tilesAt the end: your marked value × the number of sets you have.
AliensEach species adds its own points — Exertian danger can lose a tenth of your score.
[Agencies] OrganizationsOrganization powers and the new species (Space Agencies).

What each resource is for

ResourceWhy you need itHow you get itHow you use it
Credit CreditsMost actions and cards cost themIncome, planet rewards, card corners, exchangeLaunch, orbit, scan, play cards
Energy EnergyMovement, landing, scanningIncome, rewards, exchange1 energy = 1 move; land, scan, analyze
Card from the card row or the deck CardsFlexible: action, income, signal or free action5 at start, income, rewards, end-of-round cards, 3 publicityPlay, tuck for income, discard for the corner or a signal
Publicity PublicityTechs and extra cardsVisiting planets and comets, sectors, discovery spaces, data6 for a tech, 3 for a card; maximum 10
Data DataFuels the computerMarking signals, landing first, rewardsPlace in the computer for rewards; analyze for a blue trace
Tech of any type TechsPermanent upgradesResearch (6 publicity) or cardsBetter probes, scans and computer
ProbesReach planetsLaunch from EarthOrbit or land; visit for publicity
Tuck a card for income IncomeResources every roundTuck cards (start, computer, rewards)Paid at the start of rounds 2–5

Teaching tips

Rehearse passing

Pretend you are the first player to pass in round 1 and hold six cards. Finish any free actions first. Then discard down to four cards, rotate the solar system, and choose an end-of-round card, in that order. The new card does not force another hand-limit discard. Other players keep taking turns until they also pass.

Ask: ‘Can I use a free action after seeing the pass rotation?’ No: free actions stop before the pass-resolution steps begin.

Rules

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