SETI: Search for Extraterrestrial Intelligence
At a glance
Rules overview
English version of our rules overview, translated from the Chinese original (cunlema). The Chinese page is the source of record.
Game Overview
In the vast universe, players take on the role of the head of a space exploration agency, using real astronomical technology to launch probes, orbit planets, land on planets, scan the stars, analyze data, and search for traces of extraterrestrial civilizations. The game is played over 5 rounds. In each round, players take turns performing 1 main action, interspersed with free actions. The player with the highest final score wins.
Core mechanisms: Resource management (credits/energy/reputation), probe movement and upgrades, star-sector signal competition, data collection and analysis, alien species discovery, technology research
1. Game Components
| Component | Quantity/Description |
|---|---|
| Main game board | 1 (assembled from Planet board A + Solar System board B + Technology board C) |
| Solar system discs | 3 (rotatable center) |
| Sector tiles | 4 |
| Player boards | 4 (assembly required) |
| Quick reference cards | 1 per color, 4 total |
| Probe miniatures | 8 per color, 32 total |
| Markers | 30 per color, 120 total |
| Starting player marker | 1 |
| Solar system rotation markers | 2 |
| Gold scoring tiles | 4 (double-sided) |
| Main deck | 138 cards |
| Credit tokens | 30 |
| Energy tokens | 30 |
| Data tokens | 70 |
| Technology tiles | 48 types (12 technologies × 4 tiles each) |
| 2-point tiles | 12 (1 on top of each technology stack) |
| Reputation markers | 1 per color |
| Score markers | 1 per color |
| 100/200-point tokens | 1 per color |
| Income cards | 1 per color |
| Anomaly cards | 10 |
| Anomaly tokens | 3 |
| Solo mode objective tiles | 24 |
| Solo mode opponent action cards | 19 |
| Alien species (5 types, 2 randomly selected each game): | |
| Mascamites | 1 alien board, 1 rules card, 10 exclusive cards, 7 samples |
| Exxians | 1 alien board, 1 rules card, 15 exclusive cards, 2 milestone tiles |
| 'Oumuamua | 1 alien board, 1 rules card, 17 fossilized tokens |
| Centaurians | 1 alien board, 1 rules card, 10 exclusive cards, 4 information tiles |
| Anomaly | 10 exclusive cards |
2. Game Setup
2.1 Main Board Assembly
Assemble the planet board (A), solar system board (B), and technology board (C) into the main game board and place it in the center of the table.
2.2 Alien Species Selection
Shuffle the 5 alien species panels face down and randomly select 2 to place into the slots on the edge of the planet board. Store the remaining panels and their corresponding components away; they may not be viewed.
2.3 Solar System Randomization
The starting positions of the 3 central discs and 4 sector tiles must be randomly configured (a random layout may be obtained by scanning the QR code). Ensure the discs are aligned to form 8 distinct sectors, each with 1 adjacent star.
2.4 Card Row and Resources
- After shuffling the main deck, deal 3 cards face up to form the card row
- Place credit and energy tokens beside the main board
- Fill each adjacent star's data slot with data tokens (the quantity varies by star)
2.5 Scoring and Milestone Setup
- Golden scoring tiles: Randomly place 4 double-sided tiles face up beside the main board
- Neutral milestones: In a 1–2 player game, place 2 non-player markers each at 20 points and 30 points; in a 3-player game, place 1 each; in a 4-player game, ignore neutral milestones
2.6 Technology Setup
The technology board contains 12 types of technology (3 colors × 4 types each). For each technology type, shuffle its 4 technology tiles, stack them face down, and place 1 scoring-2 tile on top.
2.7 End-of-Round Decks
Prepare 4 decks, each containing 1 more card than the number of players (for example, 4 cards per deck in a 3-player game). When passing in rounds 1–4, select cards from these decks in order.
2.8 Rotation Markers
Place one rotation marker on the designated position of the technology board; place the other on the 1st end-of-round deck to remind the first player to pass to rotate the solar system.
2.9 Individual Player Setup
Each player chooses a color and receives:
- All components of the corresponding color
- Place the reputation marker on the 4th space of the reputation track
- Starting resources: 4 reputation, 4 credits, 3 energy, 5 cards in hand (drawn from the deck)
- Choose 1 card from your hand and insert it beneath your income card as an income source (immediately gain the resource in the bottom-right corner of that card, and gain it at the start of every round thereafter)
Starting scores: 1st player 1 point, 2nd player 2 points, 3rd player 3 points, 4th player 4 points. Play proceeds in clockwise order.
3. Game Flow / Turn Structure
3.1 Overview
The game lasts 5 rounds. The player with the starting player marker acts first, play proceeds clockwise, skipping players who have already passed.
3.2 End of Round
After all players have passed, the round ends and income is collected (starting income card + resources from all inserted cards). The starting player marker passes one position to the left.
3.3 Final Scoring (after Round 5)
- End-game scoring cards (gold border) score
- Gold scoring tiles score
- Certain alien species may add extra scoring steps
- The player with the highest score wins; ties are ties
4. Action Details
On each turn you perform 1 main action, and in addition you may perform free actions at any time during the turn.
4.1 Launch Probe (Launch)
Cost: 2 credits
Place 1 probe figure in Earth space on the solar system board. By default, each player may have at most 1 probe in space at the same time ("in space" refers to any position on the rings of the solar system board; figures on planet boards do not count as probes). When the limit is reached, this action cannot be performed.
4.2 Orbit Planet (Orbit)
Cost: 1 credit + 1 energy
Requirement: The probe must be in a space with a planet (excluding Earth)
Move the probe from the solar system board to that planet's orbit on the planet board. Gain the reward shown above the planet (usually including credits/energy/reputation). The first player to orbit that planet additionally gains 3 points; cover that space with your figure. There is no limit to the number of players in a planet's orbit.
Note: After a probe moves to a planet board, it no longer counts toward the "probes in space" limit.
4.3 Land on a Planet or Moon (Land)
Cost: 3 energy (if that planet already has an orbiter, only 2 energy is needed, regardless of who owns the orbiter)
Requirement: The probe must be in a space with a planet (excluding Earth)
Move the probe from the solar system board to that planet's surface on the planet board. Gain the reward in the planet's central area (usually including credits/energy and points). The first player to land additionally gains data; cover that space with your figure. Mars has 2 landing spaces; the first two players to land each choose one to cover. There is no limit to the number of players landing on a planet.
4.4 Scan Nearby Stars (Scan)
Cost: 1 credit + 2 energy
Scanning is the main way to gain reputation. Perform it in the following steps (in any order you choose):
1. Mark 1 signal in the sector containing Earth
2. Discard 1 card from the card row, mark 1 signal in the sector matching the top-right corner of that card, then refill the card row
3. If you have telescope technology, you may activate it in any order (most require additional payment)
Mark at least 2 signals, and up to 4 signals if you have suitable technology.
4.5 Analyze Data (Analyze)
Cost: 1 energy
Requirement: The top row of the computer must be completely filled with data (the bottom-row technology slots may be empty or full)
Analyzing data is the main way to gain traces of life. Discard all data tokens in the computer (those in the data pool are retained), then mark 1 trace of life for one of the two alien species. The computer is then cleared and can be filled with data again.
Data placement: At any time during the turn, tokens from the data pool may be moved into the computer (free action), placed from left to right. The data pool has a limit of 6; excess must be discarded.
4.6 Use a Card Effect (Play Card)
Cost: The cost printed on the card
Play 1 card from your hand to use its main effect in the white area. If the effect includes other actions (Launch Probe, Scan, etc.), perform that action for free without paying the standard cost. After use, discard the card (except for special cards).
Special card types:
- Mission card (condition type): After playing, place it in front of you. When the condition is met, you may complete it for free to gain the reward, then flip it.
- Mission card (trigger type): After playing, place it in front of you. When performing a specific action, you may choose to trigger a marked circle; after all are marked, it is completed.
- End-game scoring card (gold border): After playing, keep it in front of you until the end of the game, when it scores.
4.7 Research Technology (Research)
Cost: 6 reputation (cannot be performed if you do not have enough reputation)
- First rotate the solar system (see below)
- Choose 1 technology you do not yet have, and take the top technology tile from that stack
- If you are the first person to take technology from that stack, discard 2 point tiles and immediately gain 2 points
- Gain the reward on the technology tile, flip it, and place it in the corresponding position on your board
Technology types:
| Type | Effect |
|------|------|
| Probe technology | Improves probe capabilities (such as increasing the space probe limit, reducing landing costs, immunity to asteroid obstruction, ability to land on moons, etc.) |
| Telescope technology | Allows marking additional signals during the Scan action (such as discarding cards to mark, paying to mark signals in the Mercury sector, etc.) |
| Computer technology | Expands computer capacity; spaces in the top row hold data for 2 points, and spaces in the bottom row have additional rewards |
4.8 Pass
Passing is also a main action. You may perform free actions this turn, then resolve in order:
1. If you have more than 4 cards in hand, discard down to 4
2. If you are the first player to pass this round, rotate the solar system
3. Choose 1 card from this round's end-of-round deck to keep, and return the rest
A player who passes no longer acts this round, but other players continue. After all players have passed, the round ends.
5. Free Actions
May be performed at any time during a turn (before, after, or even during the main action):
5.1 Resource Exchange
2 cards → 1 card/1 credit/1 energy; 2 credits → 1 card/1 energy; 2 energy → 1 card/1 credit. When exchanging cards, you may draw from the card row or the top of the deck.
5.2 Buy Cards
Spend 3 reputation to gain 1 card from the card row or the top of the deck.
5.3 Move Probes
Spend 1 energy to move 1 probe 1 space (no diagonal movement). Leaving a space with asteroids requires paying 1 additional movement. Entering a space with a reputation icon gains 1 reputation (except Earth).
5.4 Insert Income Cards
Whenever you gain income, you may choose 1 card from your hand and insert it beneath your starting income card, immediately gaining the reward in the bottom-right corner, and gaining it at the start of every subsequent turn. Income cards are kept permanently.
5.5 Place Data
Move tokens from the data pool into the computer (from left to right). When placed on a space with a reward, immediately gain the reward.
6. Solar System Rotation
Trigger timing: When researching technology, when the first passer passes each round
Rotation proceeds in a fixed order: the 1st time rotate Disk 1 → the 2nd time rotate Disk 2 (Disk 1 rotates along with it) → the 3rd time rotate Disk 3 (the first two rotate along with it) → repeat. The disks always rotate 1 sector counterclockwise.
Probes rotate along with the disks. If a disk has a gap, a probe may not be pushed; if it is pushed into an adjacent space, that movement is free and if the space has a reputation icon, it is gained immediately.
7. Sectors and Signal Markers
7.1 Marking Signals
Take the leftmost data token from that sector's data slot and place it into your data pool, replacing it with a marker of your color. When placed in the 2nd position of the data slot, immediately score 2 points.
7.2 Completing a Sector
A sector is completed when the last data token in its data slot is replaced. Resolve after the main action ends (if multiple sectors are completed simultaneously, choose the order).
- Sector winner: The player with the most markers in the data slot places 1 marker next to the adjacent star and gains that position's reward
- Tie rule: The player who placed a marker later wins
- All players who contributed at least 1 marker each gain 1 reputation (including the winner)
7.3 Sector Reset
The second-place player (if any) leaves 1 marker in the 1st position of the data slot, all other markers are returned to their players, and the empty spaces are refilled with data tokens. The sector can be completed and contested again. The winner always leaves 1 marker (some cards have rewards for already-won sectors).
(6 later sections are omitted here; see the Chinese page for the rest.)
Rules Q&A
Questions below are real questions players asked cunlema about this game; answers are ours, translated into English.
How do you win the game?
Conclusion: The game SETI: Search for Extraterrestrial Intelligence consists of 5 rounds. After the 5th round ends and final scoring is completed, the player with the highest prestige points wins.
When Does the Game End?
The game lasts for 5 rounds. Each round begins with the player holding the starting player marker taking the first action, followed by players acting in clockwise order. Players who have already passed during that round do not take further actions. Once all players have passed and the last player selects one card from their remaining two cards while discarding the other, that round ends. After the 5th round concludes—when the last player passes—the game moves into final scoring.
What Does Final Scoring Include?
After the last round ends, players score points in the following sequence:
1. Any "End of the Game Scorecards" you've played (cards with a gold border on the face);
2. The "Gold Scoring Tiles" you've acquired;
3. Certain alien species may add an additional scoring step.
Points earned throughout the game (from the scoring track) are already counted toward your total; final scoring adds to this base score.
How Do You Obtain Gold Scoring Tiles?
Whenever your score reaches or exceeds 25, 50, or 70 points at the end of a round, you may choose a gold scoring tile and place a marker on it. Each tile has multiple decreasing-value positions: the first player to select the tile places their marker on the highest-value spot, the second on the next-highest, and so on. All players can choose the same tile, but no one may select the same tile twice. Thus, if you reach at least 70 points, you'll end up with markers on three out of four tiles.
… (condensed here; full text on the cunleme Chinese page)
What is the effect of Pioneer No. 11's mission?
Conclusion: Pioneer 11 Mission (main deck card number 1) is a triggerable mission card.
- Sector: Yellow | Cost: 0 | Income: Power | Free action corner: 1 movement
- Mission effect (two circles):
- Jupiter → Gain 1 data
- Saturn → Gain 4 points
Specific procedures, conditions, and exceptions:
- Missions on these cards are "triggerable"; they are activated by actions you actually take. After playing the card, place it face-up in front of you.
- Only events that occur after you play this card count as triggers—visits to Jupiter or Saturn before playing do not qualify. The trigger condition is: your probe must move to the space corresponding to the relevant celestial body (for example, in the card example, the Mariner 10 Mission requires moving to Mercury or Venus).
- When triggered, you may choose to cover the corresponding circle with one of your own markers and immediately claim the reward indicated on that circle. Each circle can only be covered once.
- You may voluntarily forgo the reward: you are not required to use the effect when triggering—for instance, if you already have 10 prestige points, you can save the benefit of visiting Venus for another turn.
- If a single action triggers multiple rewards (either on the same card or on different cards), you may only choose one circle to cover at a time; to cover another circle, you must trigger the mission again.
- Once both circles have been covered, the mission is automatically completed. Flip the card over and leave it face-up in front of you along with other completed missions (it remains face-down for the rest of the game).
- Additional note: Some missions may also be triggered outside your turn. (This is a general guideline for this type of mission card; the original text does not list separate exceptions specific to this card.)
If by "Pioneer 11" you mean a different card rather than Pioneer 11 Mission numbered 1, we could not find the name "Pioneer 11" in the rulebook. The above explanation applies to the card numbered 1 in the deck, whose English name is Pioneer 11 Mission.
… (condensed here; full text on the cunleme Chinese page)
When inserting income, can you immediately receive one income?
Conclusion
Yes. When you tuck a card from your hand beneath your starting income card as income, you immediately receive the bonus resource printed in the bottom-right corner (the income marker) of that card, once. Afterward, this card becomes part of your permanent income, providing you with that resource again at the start of each round beginning from Round 2.
It's important to note: what you immediately gain is the income marker resource of the newly inserted card, not a full re‑evaluation of your entire income area. The rulebook text states: "Insert → Immediately gain the card's income marker reward."
Basis
"Increasing Income."
> "Whenever you gain, you may tuck a card from your hand underneath your starting income card. The tucked card now permanently bolsters your income. Immediately gain whatever bonus is printed in the bottom-right corner. You will receive this bonus again at the start of each round from Round 2 onwards."
Rules Reminders.
> "When you tuck a card for income, you also gain that resource immediately."
Round‑by‑round income settlement.
> "Everyone gets income—the resources shown on your starting income card, plus the resources on all the cards you have tucked."
Specific Card Rulings.
- 34_1: "The first effect allows you to increase your income. To do so, insert another card from your hand as income, and immediately gain its income resource."
- 31_32_33_38_39_40_1: "When a delayed reward causes you to insert this card as income, you immediately gain the resource indicated by this card's income marker."
- 91_93_1 (involving the order of settling two cards): "Settle the rewards of cards already inserted into the income area first, then insert this card as income. Since this increases your income, you immediately gain the resource indicated by this card's income marker."
Conditions and Exceptions
… (condensed here; full text on the cunleme Chinese page)
When I acquire an alien token, do I have to immediately place it on a space?
Conclusion
Yes—when you acquire a life trace icon, you must immediately place your marker on the corresponding space; this is how the "acquire a trace" effect resolves itself, not by holding onto it first and placing it later.
However, two points need to be clarified.
- It's not "any available space." The placement is strictly defined by the rules: prioritize the discovery space matching the trace color that is still unoccupied; only if all same-color spaces for both species are filled may you place the marker in an overflow space.
- The term "immediately" does not appear in the original rule text. The rule describes "acquiring the icon" and "placing the marker" as part of the same continuous action, without using words like "immediately," so it should not be interpreted as allowing delayed placement or requiring other actions first.
Additionally, overflow spaces can be chosen deliberately: even when there are still empty spots on the alien board or species board, the rules explicitly permit placing your marker in an overflow space.
Specific Rules and Sequence
- Default placement: Same-color, unmarked discovery space
"Marking Life Traces."
> "When you earn one of these icons, you have found a trace of extraterrestrial life! Below each alien board are three discovery spaces matching the 3 types of traces. Place your marker on a matching space, if one is still unmarked."
In other words, each alien species board has three discovery spaces corresponding to the three trace types. Whichever trace you obtain, place your marker in the matching color space that remains unmarked beneath that species board.
Placing the marker also grants immediate benefits.
> "You gain 1 publicity and 5 points for claiming this space with your marker."
- Universal trace (wildcard icon)
> "This is a universal trace – a wildcard that can stand for any of the 3 life traces."
Rather than being a fourth distinct color, it functions as a substitute for any trace type, so its placement depends on which space offers the relevant choice.
- If all spaces of that color are full: Place in an overflow space and score 3 points
… (condensed here; full text on the cunleme Chinese page)
SETI: Search for Extraterrestrial Intelligence—Can a single action complete multiple tasks?
It depends on which kind of "mission" you're referring to—there are several categories in the rules, and the answer varies accordingly.
Clear Conclusion
Those that can be completed with a single action: Conditional Missions.
- These missions are fulfilled through free actions, not main actions.
- Free actions can be repeated at any point during your own turn (before, after, or even while your main action is underway).
- Therefore, as long as the conditions are met, you can complete multiple conditional missions within the same round. Moreover, the rules explicitly state that once the conditions are satisfied, you're not required to complete them immediately—you may do so at any time during any of your turns, provided the conditions still hold true.
Those that cannot be completed across multiple spaces in a single action: Triggerable Missions.
- These missions are triggered by "you doing something," and when triggered, you place a marker over one circle on the card to claim the corresponding reward.
- Key restriction: If a single effect triggers multiple rewards (whether on the same card or different cards), you may only choose to cover one circle—you cannot mark all of them at once. To mark a second circle, you must trigger the mission card again.
- A mission is considered complete only when all circles on the card have been covered; then, the card is flipped over and placed face-up in front of you.
The same applies to Task spaces on Objective cards:
- You may place only one marker per trigger. For example, if two objectives on your hand are satisfied by the same technological research, you can mark only one of them—you cannot mark both at once.
Conditions and Exceptions
… (condensed here; full text on the cunleme Chinese page)
However, the FAQ mentions that scoring is done from left to right, and there's a rotating solar system effect before taking the technology tile—does this mean you must rotate the solar system first before claiming the upgrade tile?
Conclusion: It is NOT the case that "card effects must be resolved from left to right." There is no such general rule in the Rulebook Text.
Regarding the two points you mentioned, here's how the original text actually states it:
1. When researching technology, it IS indeed "rotate the solar system first, then take the tech tile."
When researching technology—whether as a main action or triggered by a card effect—you first rotate the solar system, and only then choose a technology you don't already have, take the top tile from that stack, and receive the immediate reward printed on the tile. Therefore, the statement "you must rotate the solar system before taking an upgrade tile" is correct—this reflects the fixed sequence inherent to the research action itself, not a "left-to-right" order of card-effect resolution.
2. The "first… then…" rule in the FAQ refers to the specific resolution order of a single card.
In the FAQ, Card No. 65 (65_1) states: First mark two signals and refill the card row, then rotate the solar system and take the technology; if that technology grants you a card, you should select it from the newly refilled card row. This describes the internal sequence of steps for this particular card's effect—it is a special case specific to that card, not a universal "left-to-right" rule applicable to all cards.
3. In the original text, "left to right" applies ONLY to data tokens.
The only place where the Rulebook explicitly mentions "left to right" is for the placement and replacement of data tokens: data is placed into empty slots on the computer board from left to right, and when placed in a slot with an effect, that effect is immediately resolved; data markers are replaced in sequential order from left to right. This has nothing to do with the resolution order of card effects.
… (condensed here; full text on the cunleme Chinese page)
How do you move in SETI: Search for Extraterrestrial Intelligence?
"Mutation" corresponds in the rulebook to the cellular organelle "mutation" movement of the Amoeba alien race—note that the term "mutation" does not appear in the Rulebook text itself; below are the rules governing this cellular organelle mutation movement:
Key Takeaways:
- After obtaining an organelle reward, all organelles that just provided the reward each move one space (not just the one you selected).
- Movement direction is fixed: outer-ring organelles move clockwise, while inner-ring organelles move counterclockwise.
Conditions and Exceptions:
- When the target space is occupied: Moving organelles do not stop; instead, they continue jumping to the next available space in their original direction until they land on an empty spot.
- When multiple rewards are granted simultaneously within the same area: If all organelles in a particular color zone provide rewards at once, they move together as a single group based on their original positions, rather than moving one after another.
- Ways to trigger mutation:
- When marking an Amoeba space, you gain the printed reward for that space, plus the rewards for all organelles within that color zone (settled by color zone, not just the space itself).
- The organelle icon on an Amoeba card lets you choose one organelle from the corresponding color zone; after receiving its reward, that organelle undergoes mutation movement (if there are multiple organelles in that zone, you select one).
- Certain effects can remove your markers located on the Amoeba board, Discovery Zone, or Overflow Zone; based on the color of the removed space, you then settle the rewards for the organelles in the corresponding zone and proceed with normal movement.
… (condensed here; full text on the cunleme Chinese page)
In solo mode, how does the computer act?
Based on the rulebook text that has been read, here's how you can answer your question about "how the computer behaves in solo mode."
Key Points of the Rival's Actions in Solo Mode
-
Competitive Objective: In solo mode, you compete against a rival research institution, aiming to score more points than the rival at the end of the game.
-
The Rival's Computer Board:
- Whenever the rival acquires a data token, it is placed directly onto its computer board; if the board is full, the token goes into the rival's data pool.
- When a data token is placed on an empty space marked with an effect, the rival immediately receives the benefit indicated by that space. -
When Does the Rival Perform the "Analyze" Action?
- The rival can only perform this action when its computer board is full.
- If the board is not full, the rival skips this action and instead attempts the next action listed on the action card.
- During the Analyze phase: all data tokens on the rival's computer board are removed (data tokens in the pool remain untouched), and the rival receives the benefits printed on the action card. Additionally, the rival gains any bonuses shown on their player board.
- Afterwards, if there are still data tokens in the rival's pool, they try to place as many as possible onto their computer board, immediately claiming the corresponding benefits whenever they land on a space with rewards.
- If the rival possesses computer technology, they discard that technology and gain 3 prestige points and 1 point toward their progress track; even if they have multiple technologies, they may only discard one. -
Special Rewards for Acquiring Technology:
- PROBE TECH: Grants priority landing rights on a specific satellite.
- TELESCOPE TECH: Allows the rival to mark an additional signal on the card row.
- COMPUTER TECH: Provides 3 prestige points and 1 point toward the progress track.
- Any acquired technology is stored in the corresponding technology slot on the rival's player board.
… (condensed here; full text on the cunleme Chinese page)
In SETI, if one action simultaneously satisfies multiple already-played mission cards, can they all be resolved?
Conclusion: They cannot be resolved simultaneously. During a single action (a single trigger), you may only choose one space on one of the tasks to place your marker; to mark other tasks or spaces, you must trigger it again.
The specific rules are as follows:
Triggerable Missions
- If an effect triggers multiple rewards—whether those rewards are printed on the same card or spread across several different cards—you may select only one space and place a single marker on it. To mark another space, you must trigger the mission again.
- Each circle on a card can be marked only once; once all circles are filled, the mission is automatically completed and flipped over, remaining face-up in front of you.
- Only actions taken after playing the mission can trigger it; actions performed beforehand do not count.
- Some missions can even be triggered outside your own turn.
- When triggering, you may choose not to use the effect—for example, moving to Venus when you've already maxed out your prestige points—opting instead to save that effect for next time, or wasting prestige points just to mark that particular space.
Tasks within Objectives Follow the Same Rules
- You may place only one marker per trigger. For instance, if two objectives share the same symbol, performing a single science research action allows you to mark only one of them—not both.
- After completing each task, mark it; only when all tasks are marked is the objective considered complete. At the end of the round, move completed objectives to the completion pile and draw new ones.
Exceptions/Unclarified Points to Note
- The above restrictions explicitly apply only to marking on triggerable missions and objective tasks.
- As for conditional missions: The rulebook states that once their conditions are met, you may complete them at any point during your turn as a free action (and if the conditions are already satisfied upon playing the card, you may resolve it immediately without being forced to wait). However, the rulebook does not specify whether multiple conditional missions met simultaneously can be resolved together—a detail absent from the official text.
… (condensed here; full text on the cunleme Chinese page)
If I and another player are both tied for second place in a sector, who will be left with the remaining position after that sector is resolved?
Conclusion: When two players are tied for second place, the player who placed their marker later becomes the second-place finisher. During sector reset, only that player leaves one marker in the first space of the sector (at the far left of the data bar); the other player's markers (placed earlier) are all returned.
Order of Determination (when the sector's scoring is resolved)
- First, determine the winner: The player with the most markers in the data space wins the sector, places a marker next to the nearby star, and receives the reward.
- If there is a tie for the most markers, apply the tiebreaker rule: The player whose marker was placed later wins.
- After determining the winner, use the same tiebreaker rule to decide second place—meaning, among the tied players, the one who placed their marker last is second.
- The second-place player leaves one of their own markers in the first space of the sector; all other markers are returned to their respective players, and any empty spaces are filled with data tokens.
Conditions and Exceptions to Note
- If all markers in the sector belong to a single player, then there is no second-place finisher, and no one leaves a marker.
- This "victory marker" you leave merely indicates that you previously won this sector; it will be ignored when determining the next winner of the sector, and it will not help you win the sector again.
- After this sector, the sector can still be marked, completed, and won again; some sectors offer higher rewards to the first winner and lower rewards to subsequent winners.
- Any player who contributed at least one marker to the sector (including the winner) receives 1 propaganda token.
Content Not Found in the Rulebook: There is no further guidance in the rulebook on how to handle the situation where two players are tied for second place and also "placed their markers at the same time." The original text does not address this scenario (since markers from the same player cannot be tied in placement order, and different players cannot place markers simultaneously).
… (condensed here; full text on the cunleme Chinese page)
Rules, cards and Q&A (Chinese)
The rules, card data and player questions for this game are written in Chinese. Open the Chinese page to read them.
Where to find full rules
Full rules and card lookup are available in the cunlema app at cunlema.cn — pick this game and ask about any rule, card or turn you are unsure about.