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SETI: Search for Extraterrestrial Intelligence

#16

2024 · 1-4 players · 160min · weight 3.83

port: no portdifficulty: Mediumfit 0.684
Bayes
8.02
Users rated
19,032
Owned
30,078
Wishing
11,205

Core loop (v2)

Spend resources to launch probes at moving planets, scan distant stars for signal traces, and analyze sample tracks to score discoveries.

Verb
launch probes and analyze data
Decision shape
combinatorial
Reward schedule
mixed:delayed+engine_compounding
DiscoveryChallengeNarrative
orbital_position_timingmulti_track_research_progressionsample_analysis_pipelinetech_card_enginediscovery_drip_reveal

Mechanics (v3 deep)

What you do

On your turn you take one main action (launch a probe, scan a star system, analyze data, develop equipment, or play a project card) plus any number of free actions, most of which are spent by discarding cards from your hand of multi-use cards for their top-left ability. The defining tactile gesture is sliding a probe along the orbital tracks toward a target planet whose position has been pre-shifted by rotating the inner, middle, or outer disc of the modular solar system board. Cards do triple duty as actions, money, and end-game scoring, so each card pickup is a small triage decision before it ever hits the table.

Core loop

The game runs five rounds. Each round, players take turns clockwise (skipping anyone who has passed) spending income and cards on a single main action plus chained free actions, until everyone passes. Probes generate landings and orbital scans; telescopes pull in data tokens that must be analyzed back on Earth; completing all three trace types (scan + landing + data) on a given alien species triggers a discovery, which flips that alien's hidden board and seeds new rules, cards, and scoring tokens into the rest of the game. Between rounds, the solar-system discs rotate, repositioning planets so previously parked probes drift toward or away from targets. After round 5 you score area-majority on alien tracks, hand-played objective cards, and end-game bonuses; highest total wins.

Decision space

The dominant tradeoff is short tempo (cash a card now for an immediate scan) versus long tempo (hold the card for its end-game scoring face or its objective tag). Layered on top is spatial timing: orbital geometry rewards players who launch a probe on round 2 anticipating where Mars will be on round 4, so misreading the disc rotation costs whole turns. The 200+ unique cards mean the option space at a typical turn is wide (often 5-10 plausible main actions plus a half-dozen free-action card plays), and the appearance of an alien discovery mid-game can suddenly invalidate a build that ignored that species's track. Good moves are hard to identify because every card is also a currency, so 'is this card worth more as money, action, or VP?' has no stable answer.

Skill expression

Strongest skills: forward planning (chaining a probe launch through two disc rotations to land exactly when a moon is in range) and card-economy literacy (reading a hand of 6-8 multi-use cards and finding the play that uses each card on its strongest face). Secondary: opponent reading on the alien-track area majority - knowing when to contest a species versus when to let it go and pivot to a different end-game objective. Almost no memory load thanks to open information, but heavy mental arithmetic for the income/conversion chains. The game punishes players who think one turn at a time and rewards those who already know what their round-5 board will look like.

Tactile dependency
low — Although the rotating solar-system discs are the marquee physical conceit, they encode a fully legible spatial state - which planet is in which orbital slot - that a digital implementation can render with cleaner visuals and an animated rotation. Probes, cards, and tokens are all informational; nothing in SETI requires hands except shuffling.

Theme

Promise

Run a real space agency. Launch probes, point telescopes at exoplanets, analyze the signals back home, and be the team that finally proves we are not alone.

Setting
Sci-fi, hard science, near-future space exploration, astronomy
Narrative
embedded - story unfolds as alien species are discovered mid-game, each flipping a hidden board with its own thematic rules. Not a campaign; the narrative is one-shot per game but genuinely emergent.
Audience
hobbyist Eurogamer, hardcore strategist
Art direction

Sci-fi minimalist with a NASA-press-kit palette: deep blacks, clean whites, technical iconography, real-mission iconography on cards (Voyager, ISS, JWST, Perseverance). Card art treats actual hardware photographs and diagrams with a documentary reverence rather than pulp-sci-fi flair - the look is closer to a Planetary Society annual report than to a Star Wars novel.

Translation potential

Closest mobile genre
roguelite deckbuilder
Live-service potential
medium
Digital meta-layer ideas
  1. 5-mission roguelite campaign: each run is one rotating solar system seed with a different alien species pool, drafted card upgrades between missions, run ends if no discovery is logged by round 5
  2. Async PvP league: weekly fixed-seed solar system + shared alien tracks; players submit their 5-round plan and the server resolves area majority, leaderboard by VP
  3. Persistent agency progression: unlock real-mission cards (Voyager, JWST, etc.) by hitting science milestones across runs, with each card carrying both a gameplay and a real-world flavor entry
  4. Daily 'observation window' challenge: a single fixed disc rotation puzzle with a target species - shortest path to discovery wins

BGG tags

Mechanisms
Area Majority / InfluenceEnd Game BonusesIncomeMulti-Use CardsResource to MoveSolo / Solitaire GameTurn Order: ProgressiveVariable Set-up
Categories
Science FictionSpace Exploration