Game rules

SETI: Search for Extraterrestrial Intelligence rules – how to play and how to score

Reviewed on 15 October 2026 against the publisher’s rulebook. How we check

SETI plays 1 to 4 players over 5 rounds: your space agency launches probes, scans nearby stars and analyzes data to discover two alien species. Here are the essential rules, setup and final scoring, based on the official rulebook.

Players
1 to 4
Play time
About 40 minutes per player
Winner
Most victory points; ties are shared

SETI: Search for Extraterrestrial Intelligence quick rules

The goal
Each player runs a space agency searching for traces of extraterrestrial life. Two alien species are hidden under their boards, and you all discover them together over the course of the game. The game lasts five rounds, and the most victory points wins.
Your turn
On your turn, you take exactly one main action, and as many free actions as you like, before, during or after it. Play goes clockwise until everyone has passed; a player who has passed sits out the rest of the round.
Your resources and cards
You have credits, energy, cards and publicity from 0 to 10. Each card is used in only one way: played for its effect by paying its cost, discarded for the bonus in its top left corner, or tucked under your starting income card, which gives you its resource right away and again every round.
Probes
Launching a probe costs 2 credits; you can only have one at a time in the solar system. Each energy moves it one space, and leaving an asteroid space costs one extra move. At a planet, you orbit for 1 credit and 1 energy, or land for 3 energy, the best way to find yellow life traces.
Scanning nearby stars
For 1 credit and 2 energy, you mark a signal in Earth’s sector, then one in a sector matching the color of a card you discard from the card row. Each signal replaces a data token at the nearby star with your marker. When the last data is gone, the majority wins the sector and its reward; on a tie, the last marker placed wins.
Data
Your data goes into your data pool, six at most. You move it into your computer as a free action, and some spaces give a bonus. Once the top row is full, for 1 energy, you analyze data, clear your computer and mark a blue life trace.
Life traces and alien species
Yellow traces from landers, purple from sectors won, blue from analysis: each discovery space below a species scores 5 points and 1 publicity. Once all three spaces of a species are filled, it is discovered: read its rule sheet, and it brings new cards and new points.
Technologies
Researching a tech costs 6 publicity. First rotate the solar system, then take a tech you don’t own yet, with its bonus, and 2 points if you are first on its stack. Probe techs for probes, telescope techs for scanning, computer techs for your computer.
Passing and the end of a round
Passing is a main action: you keep 4 cards at most, the first player to pass rotates the solar system, then you choose an end-of-round card. When everyone has passed, each player collects income and the starting player marker goes left.
Milestones
At the end of the turn your score counter reaches 25, 50 then 70 points, you mark a gold scoring tile: the first to arrive takes the best value, never the same tile twice. With fewer than 4 players, the neutral milestones at 20 and 30 points bring a species’ discovery closer.
End of the game
After the fifth round, you keep the points on the scoring track, then add your end-of-game scoring cards with gold boxes and the gold scoring tiles. Some species add a scoring step. The highest total wins; ties are shared.
Beginner traps
Forgetting to rotate the solar system before a tech, or when you are the first to pass. Gaining data with a full data pool: the extra is lost. Taking a free action on someone else’s turn: never allowed.
With Space Agencies
The expansion adds cards, signal tokens and three species. A signal token is discarded during a scan action to discard one more card from the card row and mark its signal. With organizations, each player takes an organization with unique powers instead of their starting income card, and the game lasts four rounds.

How to score SETI: Search for Extraterrestrial Intelligence

Scoring track
The space of your score counter at the end of round 5: everything you scored during the game, plus your 100/200-point token if you passed 100.
End-of-game scoring cards
The points from the end-of-game scoring cards you played, the ones with gold boxes.
Gold scoring tiles
For each tile with your marker: the value under your marker, once for every set you made.
Exertian cards and danger
If the Exertians were discovered: the points from the Exertian cards whose condition you meet; then the player with the most danger loses 10% of their total, rounded down, after all other points.
Glyph tokens (Space Agencies)
If the Glyphids were discovered: for each set of different unplaced glyph tokens, 1, 3, 5, 8, 11, 15 or 20 points for 1 to 7 tokens.

Worked example

Emma finishes on 112 on the scoring track. Her end-of-game scoring cards are worth 14 points. On her gold scoring tiles: 3 tech sets at 3 points, 4 completed missions at 2 points and 2 life trace sets at 3 points, so 9 + 8 + 6 = 23. Total: 112 + 14 + 23 = 149 points.

Common mistakes

  • Counting again points already on the track: life traces, planets and techs are already there.
  • Counting the resources printed on the starting income card for a gold scoring tile: only tucked cards count.
  • Forgetting that an end-of-game scoring card worth 0 points still counts toward pairs on the mission tile.
  • Applying the Exertian danger before everything else is counted: the 10% is taken from the final total.

How to set up SETI: Search for Extraterrestrial Intelligence

Setup takes about 15 minutes. Neutral milestones depend on the number of players; the solo game has its own phase, at the end.

The board

  1. Assemble the planetary board, the solar system board and the tech board in the middle of the table.This is the main board.
  2. Arrange the 3 solar system discs and the 4 sector boards at random.You need 8 well-defined sectors, each with one nearby star.
  3. With Space Agencies: mix the 3 new alien species boards in with the 5 from the base game.Amoeba, Arkhos and Glyphids; you still draw 2.
  4. Mix up the alien species boards face down and place 2 at random on the edge of the planetary board.Return the others without looking at them.
  5. Fill the data slot of each nearby star with data tokens.The rest forms a supply, with the credits and energy.
  6. Place the 4 gold scoring tiles beside the board, random side up.
  7. With 1 or 2 players, place 2 neutral markers above the 20- and 30-point spaces of the scoring track; with 3 players, 1 on each; with 4 players, none.

Cards and techs

  1. With Space Agencies: shuffle the 42 new cards into the main deck, signal tokens within reach.
  2. Shuffle the main deck and deal 3 cards face up: the card row.
  3. Shuffle the 4 tiles of each of the 12 technologies and stack them face down on their space.Probe, telescope and computer, 4 techs per color.
  4. Place a 2-point tile on top of each tech stack.
  5. Prepare 4 stacks of end-of-round cards, with 1 more card than there are players.With Space Agencies organizations: only 3 stacks, for rounds 2, 3 and 4.
  6. Place one rotation token on the tech board and the other on the first end-of-round stack.

Each player

  1. Each player takes the pieces of their color.
  2. Give the starting player marker to the starting player.Official rule: the player who last saw a UFO.
  3. Score counters on space 1 for the starting player, 2 for the second player, and so on.
  4. Publicity on 4; take 4 credits, 3 energy and 5 cards.
  5. Tuck one of your cards under your starting income card and gain its bonus.You will gain it again at the start of each round, from the second on.
  6. With Space Agencies organizations: your organization replaces the starting income card and its resources, publicity on 0.Each player gets 2 organizations, 3 quick start cards and 4 cards, keeps 1 organization and 2 quick start cards, then everyone resolves them at the same time.

Solo game

  1. Set up a 2-player game and give the rival the pieces of another color.Their progress marker starts on the starting space of their track.
  2. Choose the starting player at random; the starting player marker alternates each round.The starting player begins with 1 point, the other with 2.
  3. Choose a difficulty and give the rival the matching board.For a first game, 1 star: no objectives.
  4. Shuffle action cards S1 to S4 to form the rival action deck.From 3 stars, add one random advanced action card.
  5. Except on 1 star, build the objectives stack shown on the rival’s board and reveal 3 objectives.

Frequently asked questions

How many rounds is a game of SETI?

Five rounds, whatever the number of players; only four with the organizations from the Space Agencies expansion.

Who goes first in SETI?

By the rules, the player who last saw a UFO. They start with 1 point on the track, the second player with 2, and so on.

What happens on a tie in SETI?

There is no tiebreaker: tied players share the victory.

Ludingo’s SETI: Search for Extraterrestrial Intelligence sheet was last reviewed on 15 October 2026, based on: czechgames.com 1, iello.fr, czechgames.com 2, czechgames.com 3, czechgames.com 4, czechgames.com 5, BoardGameGeek.