SETI: Search for Extraterrestrial Intelligence

SETI: Search for Extraterrestrial Intelligence

Manage a space research institution, launch probes, scan stars and analyze data in a five-round search for traces of alien life.

SETI: Search for Extraterrestrial Intelligence supports 1–4 players; community best: 3 players; playing time: 40–160 minutes. A WANGO browser trial has not been confirmed.

Background & introduction

SETI: Search for Extraterrestrial Intelligence draws on real and emerging space technology. Players manage credits, energy and publicity to send probes through the solar system and listen to distant stars with Earth-based telescopes. Scientific projects on the cards can provide action effects or become ongoing income.

Moving a probe, entering orbit and landing are separate activities. Meanwhile, data obtained through scanning can fill your personal computer; analyzing it yields another kind of life trace. Rotating solar-system discs shift with research and round progression, changing the relative positions of planets, probes and scanning sectors.

Two of five alien species are randomly placed face down each game, unknown until discovered. Completing a species’ three different discovery traces reveals it and introduces its own rules, creating new directions for research. Research achievements, missions and final objectives award points; discovering the first species does not end the game early.

Core rules & scoring

  1. Play five rounds, taking turns clockwise from the starting player. Each turn has exactly 1 main action: Launch, Orbit, Land, Scan, Analyze, Play a Card, Research or Pass. Free actions are allowed only on your turn, before, after or during the main action, including resource exchanges, movement and entering data. Exchange 2 of the same resource—cards, credits or energy—for 1 card, credit or energy; do not mix two types as payment. There is no hand limit during a round; publicity is capped at 10.

  2. Launch costs 2 credits and places a probe on Earth; normally you may have at most 1 probe on the solar-system rings. As a free action, each energy buys 1 movement into an orthogonally adjacent space, never diagonally; leaving asteroids costs 1 extra movement. At a planet other than Earth, a separate main action costs 1 credit and 1 energy to Orbit, or 3 energy to Land, reduced to 2 energy if any player already has an orbiter there. Figures moved to the planetary board do not count toward your probe limit. Landing on a moon requires technology or an effect, and each moon holds only 1 lander.

  3. Scan costs 1 credit and 2 energy and needs no probe. Mark 1 signal in Earth’s current sector, and discard 1 display card to mark 1 signal in either matching sector; perform these in either order and use acquired telescope technology. Signals replace data left to right, adding it to your pool. Excess signals still count toward a majority even without data to take. After the main action, resolve completed sectors: most markers wins, with the later-placed marker breaking ties. Second place leaves 1 marker when the sector resets; the winner’s record marker does not count toward its next majority.

  4. Your data pool holds at most 6 tokens; discard excess immediately. Only on your own turn may you freely enter pool data into your computer from left to right, immediately gaining covered-space rewards. Analyze is a main action costing 1 energy and requires a full top row. Remove all computer data, including the bottom row but not your pool, then mark the corresponding life trace. Technology adds bottom-row spaces, but those need not be filled to Analyze.

  5. A card can be paid for and played as your main action, tucked for income through another effect, or discarded for its corner free action; use each card for only one purpose. If its effect grants an action such as Launch or Scan, do not pay that action’s basic cost again. Conditional missions may be completed on your turn while their condition is met. Triggerable missions count only events after being played, and one trigger covers only one reward circle. Tucking an income card gains its resource immediately and again between rounds.

  6. Research normally costs 6 publicity. First rotate the solar system, then take technology you do not own and its immediate bonus. Card-granted technology waives publicity but still rotates the system. Rotate discs 1, 2 and 3 in a repeating cycle, one sector counterclockwise each time. Probes may move with a disc or be pushed, gaining normal visit publicity. When a species’ three discovery spaces fill, finish the turn and resolve milestones before revealing it, reading its rules and setting it up. Discovery does not end the game early.

  7. Passing is a main action. You may still take free actions on that turn, then stop free actions and resolve these steps in order: discard to 4 cards, rotate the system if first to pass, and choose 1 end-of-round card in rounds one through four. After passing, take no further turns that round. Once everyone passes, gain starting and tucked-card income and move the starting-player marker left for the next round. The first pass still rotates in round five, but there are no end-of-round cards or next-round income.

  8. After reaching or passing 25, 50 and 70 points, choose an unchosen gold scoring tile between turns and occupy its next available rank. You cannot mark the same tile twice, and going around the score track again does not retrigger milestones. After everyone passes in round five, score played end-game cards, gold tiles and any additional species scoring. Income gold tiles exclude resources printed on your starting income card. In multiplayer, highest score wins and ties are shared.

Rules & gameplay questions

Does an orbiting probe prevent me from launching again?

No. The limit counts only probes on the solar-system rings, not orbiters or landers on the planetary board. Technology can change the limit. If a card explicitly ignores the limit, that applies only to its particular Launch; later launches must respect it.

If my data pool is full, may I wait until another player’s turn ends to enter data?

You cannot enter data on another player’s turn or between turns. The pool holds at most 6 tokens; discard excess immediately. During your own turn you may enter data left to right whenever permitted, including during the main action. Analyze requires a full top row and empties the entire computer, but not the pool.

Does solo play also compare scores after five rounds?

Yes. The card-controlled rival also plays five rounds. It does not score gold tiles, instead using its own scoring rules, including uncompleted solo objectives. You must score strictly more than the rival to win.

May I choose technology before deciding how to rotate the discs?

No. Research rotates the solar system first, then selects unowned technology. Card-granted free technology still rotates; if you already own every technology of the specified type, rotate anyway but take none. Each round’s first player to pass also rotates, including round five.

Can the same sector be won again, and do all retained markers count?

Yes. A sector can be completed and won again. The winner’s marker beside the star records a win and does not count toward the next majority. The second-place marker left in the first data-slot space does count next time. If one player placed all signals, there is no second place. Tied marker counts favor the later placement.

Rules & introduction sources
Edition
Czech Games Edition SETI English base rules, October 2024 copyright, 28 pages, plus the November 2024 official FAQ. General multiplayer play for 2–4 players; only the solo ending and victory FAQ is retained here, not a replacement for full solo rules on pages22–27. Read each species’ own rules when discovered; no species identities or reward details are revealed. Excludes Space Agencies, promo cards and quick-start variants.
Introduction source
BoardGameGeek

WANGO editorial

SETI: Search for Extraterrestrial Intelligence · Game parameters
ParameterRecorded value
BGG overall rank (snapshot)#14
Complexity Weight3.84 / 5
Best player count (community)3
Player range1–4
Playing time (minutes)40–160
Core mechanismsArea Majority / Influence · End Game Bonuses · Income · Multi-Use Cards · Resource to Move · Solo / Solitaire Game · Turn Order: Progressive · Variable Set-up
Chinese publicationUnconfirmed
WANGO browser playNo confirmed WANGO trial
Year published2024
Suggested age14+

BGG statistics are stored snapshots, not live rankings. Source checked:2026-09-27

Player questions

What is the best player count for SETI: Search for Extraterrestrial Intelligence, and can I play online?

SETI: Search for Extraterrestrial Intelligence supports 1–4 players; community best: 3 players; playing time: 40–160 minutes. A WANGO browser trial has not been confirmed. Recorded mechanism tags: Solo / Solitaire Game.

How complex is SETI: Search for Extraterrestrial Intelligence, and which mechanisms does it use?

Weight: 3.84 / 5. Mechanisms: Area Majority / Influence · End Game Bonuses · Income · Multi-Use Cards · Resource to Move · Solo / Solitaire Game · Turn Order: Progressive · Variable Set-up. Chinese publication: Unconfirmed.

Where can I learn SETI: Search for Extraterrestrial Intelligence?

No rule guide, strategy article or WANGO trial has been confirmed for this record.