In SETI: Search for Extraterrestrial Intelligence, a eurogame for 1–4 players, you lead a scientific institution tasked with searching for traces of life beyond planet Earth. The game draws inspiration from current or emerging technologies and efforts in space exploration.
Players will explore nearby planets and their moons by launching probes from Earth while taking advantage of ever-shifting planetary positions. Decide whether to land on their surface to collect valuable samples, or stay in orbit for a broader survey. Additionally, by directing your telescopes to gaze into distant star systems, you may detect traces of alien signals or undiscovered exoplanets, and collect promising data to examine and study back home.
Back on Earth, you can invest in upgrading your equipment so you can analyze incoming data more efficiently, boost your telescope signal capacity, or increase your supply of resources—all to expand the scope of your search that could lead to a discovery of extraterrestrial life forms.
You will also make use of over 200 cards to aid your efforts or focus your research in a particular direction for additional bonuses and rewards. Each card has unique effects and illustrations and depicts real-life technologies, projects, and discoveries (like the ISS, Large Hadron Collider, Perseverance rover, Voyager probe, and many more).
Finding traces of extraterrestrial life is only a matter of time—utilize the resources you have at your disposal strategically and you may well end up being the one to make the biggest scientific contribution towards advancing our understanding of alien life within our galaxy.
SETI: Search for Extraterrestrial Intelligence pays homage to space and planetary exploration, astronomy, the ongoing search for signs of life in the vastness of space, and efforts to understand the nature of life in the universe.
—description from the publisher
- It's a big, sprawling Euro game with solid mechanisms.
- The rotating board is functional and enhances gameplay.
- The alien reveals create a unique and exciting game arc.
- It offers deep tactical and strategic decision-making.
- The game provides a satisfying puzzle with cool systems.
- The production value is beautiful and vibrant.
- The expansion seems like a good addition.
- It is definitely prone to analysis paralysis.
- Players can get bogged down on their turns.
- The joy of the game comes from not knowing about the alien races beforehand, making spoilers difficult.
- One alien reveal significantly changed the game's balance in a specific play.
- space exploration and discovery
- Terraforming Mars
- Underwater Cities
Mechanics (from transcript analysis)
- action selection — Players choose from various actions on their turn, with resource limitations.
- Area Control — Players interact on a shared board with potential point opportunities on discovered aliens.
- Card Drafting — Players get cards from a deck that offer different opportunities.
- Engine Building — Players build up their capabilities through card play and technology upgrades.
- Rotating board — The game features a rotating board mechanism.
- Variable player powers — Alien discoveries change the game and point opportunities.
Video topics + discussion points
Quotes (from this video)
- If you don't post, we just assume you didn't play any board games in the month cuz that's the only thing that would make sense of why you wouldn't have a top.
- This is not This is not normally uh where you we we've seen you and I I think you've moved.
- Well, Ryan, you said let's hit them with our number three. Um, we do not want to hit our viewers with this board game because this one is quite large.
- So, I don't know what that tells us, but
- It was one of those moments where we just were in at we were beside ourselves that that was how it ended. It was that close and that the very thing that I said would win the game at the beginning is one.
- There's a life lesson to be learned here which is to just occasionally make wild statements about things that are going to happen because occasionally they'll happen.
- Board of Games bringing people together.
- Plus, it got you free shipping. Plus, yeah, I needed free shipping somehow.
- We love limitations that create an interesting puzzle to work around and this one does that.
References (from this video)
- Love the theme
- Sounds really interesting
- Uses real space research cards
- Space exploration, sending probes
- space
- Cahoora
Mechanics (from transcript analysis)
- area influence — Involves sending probes out into space to do surveys and figure out what might be out there.
- Set Collection — Utilizes 200 research cards.
Video topics + discussion points
Quotes (from this video)
- ukge which is the UK's biggest board game convention and it takes place from May 31st to June 2nd and it is in Birmingham
- this is just based on the descriptions that we've read about
- Yonder and this is published by Sinister fish with the same designer who did Moon streets and villagers and we really like all three of those
- it's very different than the the trilogy that I just did
- the art looks very Whimsical because the designer also does the art as well and I really like his style
- Terminus and this is published by inside up games and these are in terminous you are competing Subway companies so you are I think building Subway routes and competing with each other to build Subway Roots
- we just like really like the underground and so anything that has that I am immediately interested
- Deep regrets and I actually did get to play a an earlier play test like prototype version of this game and it kind of mixes um cthulu and fishing together like and that what an interesting mix that is
- Shout out to an indie designer who's based right here in Edinburgh and so you always want to support those
- if there's one in particular you're looking forward to please do let us know in the comments
- on Saturday from 1:30 to 4:30 I will be play testing last week of summer in the Play Test Zone
- if you can't make it for that and you just see me around and you want to do a play Test please do ask because I will be more than happy to do that
- please let us know in the comments what new game you're most looking forward to
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- we will link the BGG preview list down below so you can also explore and read about all the different games
- you have to come in with an open mind
- we're excited and do a lot give us that pra to a lot of games
References (from this video)
- Extremely tight resource management creates tension.
- Satisfying acceleration from early game to late game.
- Challenging decisions in final rounds.
- Rewarding feeling of progression through upgrades.
- Fun exploration elements.
- Good comparison to Gaia Project/Terraforming Mars.
- Can feel hopeless in the beginning.
- exploring space and trying to find a connection to aliens
- space
- Gaia Project
- Terraforming Mars
Mechanics (from transcript analysis)
- action selection — Players choose actions, which can be upgraded through technology.
- Card Play — Playing cards costs money and energy, and these cards can grant bonuses or enable actions.
- Engine Building — The game accelerates as players gain more income, play cards on planets for bonuses, and upgrade their capabilities.
- Resource Management — Managing money and energy is critical, especially with high-cost cards and limited income early on.
Video topics + discussion points
Quotes (from this video)
- This is a also kind of a worker placement game but you you place workers three times then you move them three times to do something else and then you are deciding what actions you want for the next round so you have like you want yes and it's really clever the timing of those things
- The actions that you do the most multiple times will uh be upgraded so you get to do them better and better the more you do them
- It's a really really fun game one of yeah obviously one of the best of the year
- I really like El Grande
- it's just pure fun
- this is a game about exploring space and trying to find a connection to the alien
- it's so tight on the resources it's like ridiculously tight
- this is a very accelerating game
- the resource management in combination with all the fun things you do on the board trying to uh basically upgrade your actions uh with these technologies that you can get this this is so much fun it's so fun
- it's so tight it gives you again that Gaia project Terror Mystic feeling where in the beginning you're like it's so hopeless
- I love the exploration of the aliens they changed up the game a little bit from time to time and it is again a plain fun game
- this is one where you have this main mechanism that makes the game really good and then you have the the um H the mini games around it which are good but it is the main thing in the middle that makes the game sing that makes the game feel like a fantastic fun time
- there's so many things about this I love and also one thing that I think in this game was absolutely Superior to Gloom Haven is like the level this sign if you could call it that
- I love how you choose your actions
- it has these Snappy it's not super fat but I'm comparing it to Gloom heaven so but it's so it's you talked about it you were right
- Amonia has it has these Snappy it's not super fat but I'm comparing it to Gloom heaven so but it's so it's you talked about it you were right
- I praed this game up and down since I played it
- I'm over the moon for this game it is such an amazing game
- There's so many corporations in this game so you have a lot of V ability
- they feel different
- the workers are different colors they don't like they they get better if you do them with a specific action and there is just so much to love
References (from this video)
- Won the 'Thematic Game' award
- Search for Extraterrestrial Intelligence
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- It was fantastic. It was just there was so much stuff going on that was really enjoyable.
- Well, I think there's that one Warhammer guy that syn There's some synthesizer show synthesizer synthesizer shows that I watch that have been around for a long time.
- We must slay them.
- Thanks for nothing, Danny Nunan.
- It's like, Oh, honey, I'm so sorry.
- This is the longest running weekly live stream thing held on YouTube 10 years or so in a row.
- Americans don't even like America.
- It's not like we're keeping track here yeah, who's keeping score
- Oh, really? Runner up code names.
- You don't make a podcast.
- I mean, the definition I don't even know what you're saying.
- You're just making up words.
- So defeist.
- Yeah, that gumballs.com. They suck.
- This is not a good website.
- The two eyes are swords.
- It's like, how does anybody know this guy exists?
- I'm always impressed when things like that exist.
- Oh, yeah. I guess you can. Yes, you can. But that's not the same because podcast is a different
- It's like, oh, you know, use use use non like you have didn't make this game colorblind uh friendly.
- Be excellent to one another as Bill and Ted would say.
- The fact that the dice rolls were so unlucky against me.
- I love the game, but it's when those dice rolls don't go your way.
- It's like, Oh, you know, should he fight the wolves or should he run away?
- This is the most evil, most powerful terrorist organization in the world that never wins.
- It's like, 'No, nobody's died. This is realistic.'
References (from this video)
- Happy with this one winning the award.
- The stuff you're doing in the game makes sense for beaming out messages to outer space.
- The aliens revealing themselves as the game goes on is great.
- Cards are representative of real-world things related to the theme.
- Little touches show thoughtful theme integration.
- Admittedly a little abstracted in places.
- Receiving messages from aliens
- Space
Mechanics (from transcript analysis)
- Abstracted Elements — Admittedly a little abstracted in places.
- Area Control — Implied through placing markers and progression on tracks.
- Hand Management — Playing cards with specific effects.
Video topics + discussion points
Quotes (from this video)
- It takes elements of The Mind and those sort of games where you have to you can't communicate and you've got to figure stuff out.
- But the game uses Texas Holden Poker to do it.
- So flip seven.
- It's literally just the equivalent of an Uno card game of push your luck.
- I found Slay the Spire to be boring as a computer game.
- The rinse repeat nature of a rogike game is just not fun to me because you just rinse and repeat the same thing.
- Let's Go to Japan actually did a pretty good job of doing the theme well with that.
- Let's Go to Japan is mostly about the scoring phase.
- SETI search for extraterrestrial intelligence one win it wins it over
- But, Seti, yeah, I'm I'm happy with this one.
- war game. To be honest, I'm not interested in war games. Arcs is I mean, that is basically what Arcs is.
- I don't find what you do in the game that interesting, period.
- the card system has a major problem.
- the ambitions as well, this is one thing I really do not like.
- So, my scoring objectives are based on random chance.
- How is that a good aspect of design?
- the defenses I was getting from some people were really bad.
- It's only a game.
References (from this video)
Mechanics (from transcript analysis)
- Movable board — Mentioned in relation to the game 'Last Light' and its homage to STI.
Video topics + discussion points
Quotes (from this video)
- Maybe, just maybe, no one wants your $200 dice, or knockoff stickers.
- Quit trying to tear down conventions when the problem isn't them.
- You're controlling titans and there's like this whole Titan thing where you're training them. They're like God of War, the board game.
- I mean, it's just uh it's crazy stuff out there, man.
- The whole world's on fire. Nobody cares, you know.
- It's walking money.
- The attendance is like around, isn't it like 20,000 or 30,000?
- I feel like the work is worth it, you know?
- But people saw the front cover of After the Empire and they were like, "What is this?"
- And then they want to buy it.
References (from this video)
- Really like the game
- Enjoyed it
- Could imagine owning it
- Don't know how much I will like it in the long run
- Solo mode isn't playable online at the moment
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- STI, I will give this an A. I played this twice. I really like the game. I don't know how much I will like it in the long run, but I really enjoyed and I could imagine actually owning it.
- It's like a um it's kind of a tile puzzling and resource management game. Um in a pretty short play time, very simple, very red, like very streamlined, which I like. Um but it like at the end it wasn't too special.
- One of my most favorite word games. I would give this an A. We're trying to like um prevent goats from taking like the letters from a from a printing office. Very very cool.
- Star Wars Imperial saw to play for the first time. Um and we're actually playing it again today. And I really like what I really like this. Um there was a lot of setup. The setup isn't very streamlined.
- Tiny Towns on my list for a while. Finally, I got a copy and I really like this. I will give this an A for now as well.
- Walking Birano. I will have to like do this here because this one also gets an S. Like always a great game to play. Really love this little puzzly game.
- Wingspan amazing amazing my most favorite game ever. You know that. So of course Srank
- It's a very good uh word game. I would give this a B. I enjoy that one.
- Duel which is fine. It definitely is not as good as Azour. It's It's a fine enough game. I would probably play it again if you asked me, but I don't understand why it exists.
- At the Helm, a deck building game by Buttonsh Games with only 18 cards, which is pretty good. Um, I'll give this an A as well.
- Animal Kingdoms. That one surprised me. It's like a uh you like place cards down in specific regions and you're trying to get like the majority there.
- And then Aon's End, of course, always gets an S for me. It's my most favorite solo game, and that will probably not change for a while.
- And then I've also finally gotten Seventh Content. I got a like a huge collection. I've got almost everything that you can get at retail, uh, including like the cool white box and stuff. Um, and I would give this I've only played this once, but I would give it an A for now.
- Loads of A ranks this time. Not bad. Not bad. Um, and a lot of B's as well and quite a lot of S's. No D's this time and only a few C's.
References (from this video)
- A keep for me
- Really enjoyed the Euro action
- Solo variant worked well
- Still a keeper even without expansion
- Expansion supposed to speed up the early game
Mechanics (from transcript analysis)
- Euro action — The host really enjoyed the Euro action in this one.
- Solo variant — The solo variant worked well.
Video topics + discussion points
Quotes (from this video)
- And we finally made it to 2026. I'm looking at the games I covered in January.
- It's a fun little spatial manipulation game with a great theme about being an introvert and trying to get books to make yourself happy.
- I really enjoyed the Euro action in this one.
- This is such a good adaptation of a video game series that I really enjoy.
- So, man, that was a rough month. I covered 10 or more games and only kept two of them.
References (from this video)
- Faster start and varied faction powers
- Need the base game to play expansion
- interstellar diplomacy and discovery
- space exploration with alien factions
- conditioned by quick-start mechanics
Mechanics (from transcript analysis)
- Asymmetric Mechanics — adds new factions and quicker round-one start for faster play
- Expansion-driven asymmetry — adds new factions and quicker round-one start for faster play
Video topics + discussion points
Quotes (from this video)
- this one was somewhere between 30 and 40% larger than the first iteration
- the food they had at the convention was actually pretty tasty
- the vendor hall is small
- the game is magic and that story is locked in
- probably the greatest con game of all time, Lightseed Arena
- we almost pulled off the win against the gnomes on easy mode
References (from this video)
- Saltfield
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I just I thought this was going to end up being a huge game.
- If you can get a copy of Men Nefer, if you can find that game and you like Eurogame, that is definitely one to try.
- My number one, Star Wars Unlimited, which even at the time I was like, I'm it didn't really feel like a board game, but like it was the game I played most in 2024.
- this was my number one, this was the one for me that beat out STI was Saltfield.
- Saltfield I 100% stand behind.
- He destroyed everybody just like he always does. And it felt like, you know, and again, this is not unself because I played uh what was the one Sor also with him and he destroyed everyone in that to the point where I was like, "Oh, what? Either we're dumb or the game is broken and the games aren't broken."
- this is what makes Isaac such a great game designer. And this is how we get games like Gloom Haven
- The ones I didn't get to play, they're just going to get shoved over to the 2026 year.
- It came out in December of 2024. Not a lot of people got to play in 2024.
References (from this video)
- Engaging for heavier players
- Endgame scoring variety keeps tension high
- Terraforming Mars
- Other mid-to-heavy strategy games
Mechanics (from transcript analysis)
- card-based action selection with resources — Cards and resources drive actions; endgame scoring involves various scoring triggers.
Video topics + discussion points
Quotes (from this video)
- This is also Ilia's number eight. Galactic Cruise. All right.
- The theme is amazing. The variability is fantastic. I love the different strategies that I've been able to discover through this.
References (from this video)
- Everything the host wants in a Euro game
- Very tight gameplay
- Unique card actions and objective completion
- CGE's board design is efficient and thematic
- Incredibly thematic and diverse aliens
- Expansion adds more aliens and potentially a prelude-like mechanic
- Tight economy can be a bit much
- The board rotating can be difficult to manage without specific actions
- Euro game elements
- Sci-fi
- Galactic Cruise
- Shackleton Base
- Galileo Galilei
- Twinkle Twinkle
- Terraforming Mars
Mechanics (from transcript analysis)
- action selection — Actions allow players to upgrade their player boards to make things easier.
- Area Control — Area control for sectors is a key element, especially with the rotating board.
- table presence — The rotating board adds a dynamic and cool element to the game.
- Worker Placement — Players send out satellites to orbit or land on planets.
Video topics + discussion points
Quotes (from this video)
- this one is, Hoplam is solo.
- the Pandora's Ruin uh brought in several different little things like more scions and stuff like that. But the biggest thing was the Mercury Boots campaign mode, that new campaign mode, because it switch it switched from where instead of each act lasting 12 weeks, it made each act last six weeks.
- this is my my second uh chip theory game in this segment, but you get that same deal. Chips, neoprene, plastic.
- But now each act probably takes about two or so with the Mercury deal. And that was like one of the smartest things. They listened to their their their, fans or whatever and they added that and it was the perfect addition cuz it made it a nice swallowable uh deal at that point.
- that expansion saved this game because if I had to go through it again with uh, you know, four hours per act, I it's it's miserable, dude.
- four hours of die rolling.
- I just try not to think about how much I spent.
- It's so much fun, dude.
- The amount of content definitely helps with how many heroes and villains there are.
- And the plug-and-play nature of just being like, here's who we're going to throw in.
- The system of you know this timeline element of like playing cards after other players to trigger different effects is such a cool thing.
- It's just that plugandplay nature makes this one just so much fun to play.
- I've had a blast with it.
- the games still super fun.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I'm going to attempt 30 solo games in 30 days.
- This is totally not premature ranking of these games.
- There's one takeaway, there's a solo game for everyone.
- What a fitting end to this solo gaming journey that I play the hardest game on a cruise ship.
- I ended up finishing this challenge at 32 days.
References (from this video)
- Fun options every turn
- Doesn't punish moves
- Every move is a pretty good move
- Well integrated theme and mechanics
- Pleasant game
- Low-key
- Forgiving
- Marvelous time exploring theme and mechanics
- Challenge is figuring out optimal moves
- finding alien life in the universe
Mechanics (from transcript analysis)
- exploration — sending probes out to different planets or different moons. You're doing data scans of the universe.
- Technology advancement — You're leveling up your technology.
Video topics + discussion points
Quotes (from this video)
- This was a very difficult month because I went to Circle DC in Washington DC where I got a chance to play board games for 3 days.
- Masher feels like in particular for for me, Masher is where this really comes together.
- It's so much fun just learning into this game because everything you're trying to do is so well integrated into the theme of the game.
- Such a brilliant game, too.
- April was by far the best gaming month I've had so far this year.
- Those experiences are so hard to orchestrate in our day-to-day lives when we get busy with work and and places and time and moving around and just so many other commitments.
- Masher. This is the Recon Series game number three in Voc's Recon Series about the Vietnam War, 1966.
- And why was this the easy choice for this month?
- I don't think I've had a game that's I've had so much historical enjoyment being frustrated.
- This is the I mean this is exactly what I would expect to feel as I was playing the US side in this conflict
- So when I was done with it, you know, you you have this battle set up and you think, "Okay, we got them." And and then the battle happens and you can't find any casualties. You're like, "Well, where did they all go?"
- That little pieces of cardboard and a board could create that type of intellectual challenge and emotional experience. That was special.
- If you have enjoyed this video and you maybe you are new to board war games, you might enjoy this other video uh, best beginner war games.
References (from this video)
- scientific institutions search for traces of life
- beyond planet Earth
- Space Agency's expansion
Mechanics (from transcript analysis)
- combo-creating — Captivating collection of combo-creating, point-scoring exploration.
- exploration — Requires sending out probes, landing on ever-shifting moons and planets, collecting samples of alien environments, and analyzing the data.
- Point scoring — Captivating collection of combo-creating, point-scoring exploration.
Video topics + discussion points
Quotes (from this video)
- the biggest board game in the world
- the ultimate Civ building game
- the game that logged the most plays this month, SETI, Search for Extraterrestrial Intelligence.
- the game that is currently still going strong.
- Brass: Pittsburgh the game, takes the Brass system into America's first Gilded Age, deep within the Steel Belt region during the late 1800s.
- My personal top pick of the month is a deck-building game by the same designer behind the much-beloved card comboer Ascension, but this one being the Shards of Infinity Saga Collection
- And this episode's hottest game of the month is the puzzly two-player maze deduction game Layers.
References (from this video)
- Works well together thematically and mechanically.
- Interesting alien discovery system.
- Engaging solo mode.
- High player interaction at 3-4 players.
- Mechanics circle back and reference each other.
- Theme feels integrated with mechanics.
- Can be a bit weird at two players due to less interaction and potential for fewer aliens being discovered.
- Searching for signs of alien life.
- Investigating the solar system, scanning the universe.
- Tapestry
- Lost Ruins of Arnak
- Underwater Cities
- Tigers and Euphoria
Mechanics (from transcript analysis)
- Area Control — Players place discs in sectors to scan and gain data, competing for majority to discover traces of aliens.
- Card Play — Cards are multi-purpose and can be used for income, for immediate effects, or to be played for missions or special abilities.
- Probe movement — Players deploy and move probes around the solar system board to land on planets, moons, or stay in orbit.
- Set Collection — Collecting data and filling up the computer board, as well as completing missions, contributes to scoring.
- Technology upgrades — Players can buy technology tiles that provide new abilities, such as having more probes or making movement cheaper.
- Variable Player Powers (Implied) — The different alien species introduced in the game alter mechanics and scoring opportunities.
- Worker placement (implied) — Placing probes on planets or discs in sectors to claim actions or points.
Video topics + discussion points
Quotes (from this video)
- all of the systems all kind of circle back in on each other
- it's it's it's a valid criticism of games of a certain kind or certain certain quality but in this case I think those that salad it all references back to each other and that's where the really kind of beautiful thing of it is
- really like this game really enjoy it uh highly recommend it it's fantastic
- I would recommend this if you just got it to solo I would I would recommend this I think it's is a great solo only game
References (from this video)
- Really, really great game.
- Really, really fun.
- Strategy can get very deep.
- Searching for extraterrestrial intelligences
- Castles of Burgundy
Mechanics (from transcript analysis)
- Action Point Allowance — Players choose actions and their order to prioritize tasks.
- Set Collection — Players collect 'traces' of aliens to discover them.
Video topics + discussion points
Quotes (from this video)
- It's time for the Golden Geek Awards where you, the people, get to vote on your favorite games of the year.
- The nominations are open right now, so you can go vote on those.
- This is quite possibly my favorite time of the year, the time where the artist series comes out with Board Game Geek.
- It's just really, really fun. I like Settlers because each individual action that you can do in Settlers is pretty darn simple.
- I love that concept for a game.
- It's just got like a really cool art style and I think it's in the Hokkaido area of Japan but one thing that's really cool is there's these like those crates are made of wood and stuff.
- This is Brass: Birmingham. This is the third installment in the Brass series.
- The stakes are very real.
- This is just like a game where you could like really make a hybrid build and kind of engine for yourself. That was super duper cool.
- It's worker placement, but there's no blocking.
- If you can have some flair along with your function, why the heck not?
- The best inserts, of course, help your games go into the box nice and neat and stuff.
References (from this video)
- Strong space-themes with varied strategic routes
- Elegant integration of exploration and communication mechanics
- Some players may find it heavy or abstract
- Array
- Space exploration and alien contact
- strategic / system-driven
Mechanics (from transcript analysis)
- Card-driven actions — Use a set of action cards to perform a variety of tasks like deploying satellites and communicating with life forms.
- Multi-Avenue Scoring — Players pursue points from satellites, planets, and alien interactions with different paths.
Video topics + discussion points
Quotes (from this video)
- it's a camel betting game
- you can't take it too seriously
- you are Vikings and you're exploring different islands
- This is a trick taking game and it really leans into being a trick taking game
- it's an area control game and it's also a set collection game as well
- money is unbelievably tight in this game
- you've got to make bets on who's going to be first, second, and third
- the cards shift
References (from this video)
- rich, puzzle-like mechanics that allow you to customize your engine
- variety of actions and multi-use cards create multiple strategic routes
- dynamic board rotation adds depth and spatial challenges
- endgame and end-of-round scoring provide layered incentives
- sustainable production notes (Czech Republic factory, recycled materials) and transparent material handling
- the game is quite long for a heavy Euro, which can sap tension and lead to downtime
- limited player interaction for direct competition; spaces feel large and open
- role-playing or narrative engagement fades in the second half for some players
- solo play and speed runs are untested or not clearly advantageous; pacing can feel slow
- endgame scoring tiles are random, which can introduce variance not everyone enjoys
- Array
- Space
- Engine-building puzzle with space exploration theme
- Galileo Galilei
- The Garden
Mechanics (from transcript analysis)
- Area Majority — There are zones where majority control yields points, creating a spatial contest dynamic alongside the trace system.
- Area majority/territorial scoring — There are zones where majority control yields points, creating a spatial contest dynamic alongside the trace system.
- board rotation — The solar system board rotates across rounds, forcing players to continuously adapt spatial planning and trajectory decisions.
- Card-driven actions — Players use multi-use action cards that provide different effects; some cards can be discarded to take their top-action benefits, and new cards cycle into play.
- End-of-round income and deck-building elements — Players tuck income cards under their boards to gain immediate benefits and, at round end, collect ongoing income; deck-building emerges as cards cycle and provide future actions.
- Exploration scoring via traces — Scoring is driven by collecting traces (yellow, blue, pink) through landing, orbiting, and data scanning to establish paths toward alien discovery.
- Multi-Use Cards — Cards have multiple uses, including top-action discard options and on-board bonuses, enabling varied engine-building paths.
- Multi-use cards with discard and reuse — Cards have multiple uses, including top-action discard options and on-board bonuses, enabling varied engine-building paths.
- Resource Management — Players manage a small set of resources to move probes, scan data, and upgrade technologies, with publicity acting as a separate incentive mechanic.
- Resource management (credits, energy, publicity) — Players manage a small set of resources to move probes, scan data, and upgrade technologies, with publicity acting as a separate incentive mechanic.
Video topics + discussion points
Quotes (from this video)
- the biggest downside of this game is how long it is
- there are not a lot of table talk; there isn't a lot of competition for spaces
- it's a long game
- there's a lot of really cool mechanics going on here
- I would definitely feel it's more like a six, maybe a six and a half on the BGG scale
- game of the year maybe not so much but it's definitely something worth checking out
- you can really kind of make the space agency that you really want to play
References (from this video)
- search for extraterrestrial intelligence
- solar system and stars; space exploration agencies
Mechanics (from transcript analysis)
- Area Movement — Move probes to planets; movement largely via free actions; various costs and effects described.
- card management — Spend three Publicity to take a card from the deck or face-up display.
- Card Play — Play a card from hand by paying its cost; white cards have immediate effects; silver boxes are Missions.
- Compound Scoring — First/second place rewards on stars; markers track progress; scoring can occur multiple times per star.
- Data computer — Input data into a computer; fill it to gain benefits and eventually analyze data for blue Life tokens.
- Discard for credits — Discard a card from hand for the resource in its top-left corner for two credits.
- End Game Bonuses — Four common endgame objectives; selecting them at 25, 50, or 70 points affects scoring.
- End game objectives — Four common endgame objectives; selecting them at 25, 50, or 70 points affects scoring.
- end-of-round flow — Round ends with passing, income collection, and rotating the first-player marker.
- free actions — Any number of free actions in addition to a main action.
- Income — Gain income (credits, energy, and cards); tuck a card to income pile for ongoing benefits.
- Income and tuck — Gain income (credits, energy, and cards); tuck a card to income pile for ongoing benefits.
- Landing — Spend energy to land on a planet; landing costs can be reduced to two energy after an Orbiter is present.
- Life traces — Yellow, pink, and blue life traces on stars grant rewards and publicity.
- Main actions — Seven main actions indicated by hexagon icons; an eighth action is passing.
- missions — Silver box missions provide rewards when completed; triggerable and conditional missions exist.
- Orbital mechanics — Having an Orbiter around a planet affects costs and actions; advancing discs ties into planetary motion.
- Planet movement — Move probes to planets; movement largely via free actions; various costs and effects described.
- Planet scanning — Scan stars using a telescope; select color-coded stars and gain data tokens and points.
- Probe launch — Launch a probe from Earth; only one launched Probe on the solar system board at a time.
- Probes stay — Probes remain on planets or orbits for the rest of the game.
- Races and expansion — Five extraterrestrial races are introduced; resolving races grants new rules and powerful cards.
- Resource conversion — Exchange two credits, energy, or cards for one resource of another type.
- Resource Management — Credits, Energy, Cards in hand, and Publicity as resources.
- resources — Credits, Energy, Cards in hand, and Publicity as resources.
- round structure — Five rounds total; after five rounds, tally points.
- scoring — First/second place rewards on stars; markers track progress; scoring can occur multiple times per star.
- Star resolution — Stars can be resolved multiple times; markers indicate how often a star has been won.
- tech and upgrades — Rotate planets, develop Techs (one of 12) for benefits; Techs upgrade main actions.
- Tech effects — Tech upgrades can enable multiple launched probes, reduced movement penalties, and other benefits.
- Tech Trees — Rotate planets, develop Techs (one of 12) for benefits; Techs upgrade main actions.
Video topics + discussion points
Quotes (from this video)
References (from this video)
- Depth and modular strategies with multiple victory routes
- Suspenseful AI rival and dynamic scoring
- Engaging space exploration theme and tactile decisions
- Rules are complex and may overwhelm new players
- Endgame tally can be tedious
- Solo mode depends on AI balancing
- Science/Space exploration; discovery and diplomacy via data signals
- Interstellar exploration; the search for extraterrestrial intelligence using space probes
- Solitary exploration with competitive AI rival; resource management and mission-based progression
Mechanics (from transcript analysis)
- Action rotation and card-driven choices — Top-deck discards and rotations drive actions and timing.
- Compound Scoring — Points come from completed missions, techs, data, and indicators.
- Endgame scoring based on multiple categories — Points come from completed missions, techs, data, and indicators.
- Exploration and landing — Landing on planets/moons costs energy and yields data, points, and life traces.
- Modular AI opponent / track progression — Two-player style AI rival influences scoring and pacing.
- Resource Management — Manage money, energy, probes, and signals to complete missions and trigger anomalies.
- Set Collection — Gather traces of life (exo fossils) and mission signals to claim victory points.
- Set collection / pattern victory — Gather traces of life (exo fossils) and mission signals to claim victory points.
- Technology upgrades — Tech cards alter costs and unlock new actions like lunar/moon landings.
Video topics + discussion points
Quotes (from this video)
- We crushed them by nearly 100 points.
- Endgame scoring is very simple.
- I honestly don't know what you're supposed to do if you run out of these trackers.
- Thank you so much for watching and goodbye.
- Complete solo play of STI, Search for Extraterrestrial Intelligence.
References (from this video)
- mini-games add variety and flavor
- cooperative-but-tight decision space
- heavy and sprawling
- coop-intrigue and discovery
- space exploration with aliens
- brainy and ambitious
- Hadrian's Wall
Mechanics (from transcript analysis)
- cooperative exploration — unlock aliens and mini-games by collaboration
- moving galaxy board — dynamic solar-system map that changes with play
Video topics + discussion points
Quotes (from this video)
- Creature Caravan is absolutely wonderful
- these expansions add a little bit more player interaction which I think is absolutely amazing
- I think this is one of the most aesthetically pleasing games I've played
- Beyond the Sun is space-themed
- Fromage is truly just a really great game
- MOS: Dawn of the Bronze Age is absolutely wonderful
References (from this video)
- Strong thematic integration with an orbit-based system
- Alien discovery mechanics add depth and variability
- Well-designed AI bot with adaptive behavior
- Multi-use cards provide flexibility and synergy
- Solo objectives give clear goals and pacing
- Aliens do not dramatically alter the base game, which feels like a missed opportunity
- Planets are not highly distinct; potential for greater variability
- Scanning action is fiddly and token-heavy, especially for lower player counts
- Game length is long, especially for two players; may require expansions or session planning
- Extraterrestrial intelligence, exploration, and resource management.
- Solar system map with three rings orbiting the sun; space exploration theme.
- Emergent storytelling through alien discoveries and strategic planning.
- Civolution
Mechanics (from transcript analysis)
- AI bot progression — The AI opponent gets stronger over time, using specialized cards based on revealed aliens to challenge the player.
- Alien discovery and scoring — Revealing alien species provides new scoring options and actions, creating evolving strategies each game.
- Data scanning / AI scanning action — Scanning actions generate data tokens to support AI/opponent; tokens and markers add complexity; adjustments may be made via house rules.
- Multi-Use Cards — Cards can be spent for a resource, tucked for an extra objective, or paid to perform a special action; some cards offer additional end-game objectives.
- Orbital movement / space-time management — Player actions influence probe movement along a solar-system map with rotating rings; timing of moves adds tension and strategic planning.
- Planet landing and planet-specific rewards — Landing on different planets grants special abilities and rewards, with some planets offering unique bonuses or moons.
- Solo objectives — Dedicated solo objectives provide a track and end-game movement for the solo opponent, guiding player decisions.
Video topics + discussion points
Quotes (from this video)
- I love the game. It's a fantastic, you know, medium to mediumheavy weight Euro game.
- I actually think the theme really comes through and the thematic integration here is really good.
- it's the perfect fulfillment of the theme.
- It's such a cool idea that you don't see in a lot of other games and it's the perfect fulfillment of the theme.
- The AI bot here is extremely well done, easy to manage.
- It's really the glue that's holding everything together, bringing out all of that theme.
- SETI for me at this point is definitely one of the best games to come out in 2024.
References (from this video)
- from CGE; trusted publisher with a strong track record
- high conceptual appeal with real science inspiration
- unknown exact solo/ multiplayer balance until reviewed more deeply
- astronomical exploration and signal detection
- scientific search for life beyond Earth
- science-forward, methodical research approach
- Galileo Galilee
Mechanics (from transcript analysis)
- card/ action synergy across planets and moons — manipulating telescope focus, probe placement, and signal discovery
- medium-heavy Euro exploration — cards/turns exploring planets, launching probes, and telescope-based actions
Video topics + discussion points
Quotes (from this video)
- It's an Allstar cast of designers led by Antoine Boza of Seven Wonders and ghost stories Fame
- absolutely my most anticipated game of the year
- Slay the Spire the board game is incredible
References (from this video)
- Thematic mystery and discovery
- Cooperative tension with a shared goal
- May depend on player teamwork and communication
- Mechanics could feel abstract without clear guidance
- exobiology / search for life
Mechanics (from transcript analysis)
- cooperative_exploration — Players work together to explore and discover extraterrestrial life hints.
- Deduction — Interpret clues to identify life signatures and possible discoveries.
Video topics + discussion points
Quotes (from this video)
- These are my top 10 Udemy board games
- for number ten, I have Bus, a wacky but mean worker placement game.
- For number nine, I have Scythe, an engine building game.
- For number eight, I have Necoima, a much better version of Jenga.
- For number seven, I have Tea Garden, a hand management game with beautiful artwork.
- For number six, I have Mountain Goats, a push your luck racing game.
- For number five, I have Rebel Princess, a trick-T game with asymmetric abilities.
- For number four, I have Andromeda's Edge, a worker placement game, but with a lot of things going on, but it's so much fun.
- For number three, I have Wingspan. You guys know what this is at this point.
- For number two, I have Distilled, where you're making whiskey in this game.
- for number one, I have STI, where you're trying to find extraterrestrial life.
- And this game is beautiful.
References (from this video)
- Grounded in real science
- Strong table presence
- Heavy weight
- Steep learning curve
- Realistic science-based exploration
- Astronomical observatories, science funding, space exploration
- Educational, research-driven
Mechanics (from transcript analysis)
- Independent research and discovery — Run experiments to find intelligible life.
- resource allocation — Manage grants, observatories, scientists.
Video topics + discussion points
Quotes (from this video)
- It's awards season. Oh, awards season.
- We're going to put them into a bracket. In fact, we're going to do an extra special two-part episode where this episode we are going to introduce the 16 competitors in alphabetical order.
- This is going to be head-to-head brackets. Ooh, fancy tournament style.
- So, without further ado, I believe it is time for us to meet the competitors.
- we will actually have the bracket where we will whittle them down until we have just one game standing.
- Ooh, exciting.
- The next time we'll be back with a randomly seated tournament bracket.
- So, prepare your picks and let us know down in the comments.
References (from this video)
- Science fact-driven theme with authentic tech references
- High variety and depth in card play
- Density may deter casual players
- Real-world science-inspired exploration
- Space exploration
- Fact-based and methodical exploration
- Hand of Winter
- Terraforming Mars
Mechanics (from transcript analysis)
- Card-driven resource management — Utilize a large deck of real-world tech cards to drive research and exploration.
- card-driven science actions — Draw and play cards representing real technologies to perform research.
- orbit/rotation planning — Rotating boards affect available actions and probing options.
- rotating boards and objective choices — Boards rotate to alter available actions and exploration plans.
- rotating boards and orbit planning — Board layers rotate, changing available actions and probe options.
Video topics + discussion points
Quotes (from this video)
- the biggest and the best UK games there has ever been
- check out the rest of the content that we have, there is tons of content
- hit the Subscribe button, it's the easiest decision you can make
- we worked like dogs the whole weekend
- rebirth is fantastically simple game with an amazing production
- it's going to be one of those games going to sell buckets
References (from this video)
- Engaging solo play with clear objective tracking
- Multi-use cards provide flexibility and strategic choice
- Strong space exploration theme with tangible discoveries
- Rule complexity can be intimidating for new players
- Pacing can slow during setup and some late-game steps
- Space exploration, data gathering, discovery of alien life
- Solar system exploration and life search
- Array
Mechanics (from transcript analysis)
- Card-driven actions — Use cards for actions, with middle actions and free actions by discarding.
- Orbit/landing and rotation — Wheels rotate to advance actions; probes can orbit or land on bodies.
- Probes and data tokens — Probes start on Earth; data tokens populate a computer and sectors.
Video topics + discussion points
Quotes (from this video)
- I will teach the game as I play, just like I always do.
- This whole middle part of the board is made up of three different pieces that spin. Right?
- Now we have 16 points, which means we have completed this objective.
- The anomalies Three enormous, highly reflective objects have been discovered in our solar system.
References (from this video)
- Rich theme integration with aliens and data
- Modular board with area control and multiple data tracks
- Deep upgrade system that reshapes actions
- Long playtime and potential analysis paralysis
- Setup can be lengthy; five rounds can drag for some groups
- Solo mode is serviceable but not captivating for all players
- Extraterrestrial communication and data collection
- Galaxy exploration and search for extraterrestrial intelligence
- Euro-style progression with alien factions and tech upgrades
- Orleans
- Pulsar 2849
- Dominion
- Kohora
Mechanics (from transcript analysis)
- Action economy — On your turn you perform a single main action with optional free actions; energy management and data/telemetry systems shape your choices.
Video topics + discussion points
Quotes (from this video)
- IT'S A BRILLIANTLY DESIGNED game
- the rotation of the Earth is just super cool
- I would play SETI at the drop of a hat
- This game rewards long-term planning
- it's a beast to set up
References (from this video)
- Rich, chunky Euro with a wide decision space and crunchy choices
- Strong production values and a high-quality rulebook with a dedicated rules-teach video
- Clever integration of multiple mini-games into a cohesive engine-building experience
- Clear thematic flavor and accessible card art that ties into real-space tech
- Long playtime, especially at 3-4 players (roughly three hours or more)
- Two-player games may feel less interactive due to player count dynamics
- Alien mini-games can be uneven in appeal and some players may wish for more variety
- Initial text on aliens can be dense for new players
- Scientific discovery, data analysis, and encounter with alien civilizations
- Interstellar exploration and data-driven search for alien life across a galaxy
- Procedural, engine-building with emergent storytelling through scoring and alien encounters
- Terraforming Mars
- Ark Nova
- Gaia Project
Mechanics (from transcript analysis)
- Alien mini-games — Discover alien races that introduce additional scoring and short sub-games.
- Area Majority — Majorities in scanned sectors, landing sites, or data areas yield points and alien life tokens.
- Area majority scoring — Majorities in scanned sectors, landing sites, or data areas yield points and alien life tokens.
- Data collection and analysis — Scanning stars and collecting data onto a central computer to identify signs of life.
- deck-building / multi-use cards — Cards can be played for ongoing effects or discarded for end-of-round bonuses.
- End-of-round board interaction — Advancing markers moves board layers and changes upcoming round setup.
- Mini-Games — Discover alien races that introduce additional scoring and short sub-games.
- Multi-action round with eight main actions — On your turn, choose one of eight main actions and resolve free actions with resources.
- Probe placement and movement — Launch probes to Earth, planets, orbits and move them using energy, with potential spins.
- Roll/Spin to Move — End-of-turn spins rotate mission sectors affecting probe positioning and travel costs.
- Spin mechanic — End-of-turn spins rotate mission sectors affecting probe positioning and travel costs.
- Tech upgrade system — Spend publicity to acquire technologies that improve efficiency of actions or unlock new options.
- Tile Placement — Launch probes to Earth, planets, orbits and move them using energy, with potential spins.
Video topics + discussion points
Quotes (from this video)
- This is a wide game in terms of its rules complexity
- It's an expert game
- A fabulous game and it's definitely a recommendation for me
- This is one of the best games this year
- Crunchy choices all of the time
- There are lots of crunchy choices all of the time
- The rulebook is tremendous; the rules teach video is fantastic
- If you're happy to sit in for a good three-hour crunchy experience this will be for you
References (from this video)
- Unique gameplay experience
- Evolving game mechanics
- Interesting alien discovery process
- Complex strategic depth
- Long game length
- Tight resources in early rounds
- Steep learning curve
- Less engaging at two players
- Alien research
- Space exploration
- Scientific discovery
Mechanics (from transcript analysis)
- Area Control — Scanning and controlling solar system sectors
- Multi-Use Cards — Cards with multiple potential actions
- Resource Management — Managing credits, energy, and data
Video topics + discussion points
Quotes (from this video)
- We are trying to play through as many or all of the games that we have in our possession that were released last year
- It's a game where everybody is contributing to the same board
- Just enough to enjoy it
References (from this video)
- In top 50 games overall
- Flying up top 100
- Excellent design
- Compelling gameplay
- Beautiful aesthetics
- Expansion coming
- Searching for extraterrestrial life
- Space exploration
- Science fiction discovery
Mechanics (from transcript analysis)
- Action Management — Simple actions with payment of credits/energy
- Probe Management — Launch shuttles to put probes on planets
- randomized encounters — Unknown what aliens will show up
- Resource Management — Manage credits and energy for actions
Video topics + discussion points
Quotes (from this video)
- It's hitting people's hands now
- Really captured people
- This is one of the greatest games ever made. I don't care what anybody says
- This is a big sandbox and just go play in it
- There's something so compelling about this game
- I think board games are art
- Fight me I don't care. Best party game ever probably
- It creates so much laughter. It delivers so hard, man
References (from this video)
- Strong solo experience with a competitive rival
- Engaging engine-building and tech progression
- Beautiful artwork and thematic flavor
- Rulebook is clear and well-structured
- Expandable with aliens and new content
- Two-player scanning rules can be confusing and may not reflect base game balance
- Rule complexity may be intimidating for new players
- Some end-game scoring milestones can feel opaque without the rules reference
- Space exploration, alien discovery, tech race
- Solar System exploration with alien discovery
- Engine-building with exploratory mission storytelling
- Freedom in the Galaxy
Mechanics (from transcript analysis)
- Card-driven actions — Players draw and play action cards that drive turns and engine growth.
- End-of-round and round-based scoring — Rounds with income, milestone markers, and scoring tiles; endgame tallies.
- Exop fossils and exertion cards — Non-player alien factions; collecting fossils and exertion cards for end-game scoring.
- Missions and triggers — Mission cards that trigger bonuses when conditions are met; complete to gain points and rewards.
- Probe deployment and movement — Launch and move probes using movement points, with orbit/lander mechanics.
- Resource Management — Collect data tokens and manage resources (credits, energy, publicity) and a data pool.
- Resource management and data tokens — Collect data tokens and manage resources (credits, energy, publicity) and a data pool.
- Scanning and life traces — Scan sectors to mark life traces, which determine alien discoveries and scoring.
- Tech tiles and rotating solar system — Research tech tiles that provide bonuses; the solar system rotates as a result of actions.
Video topics + discussion points
Quotes (from this video)
- Seti is definitely in my top 10 of 2024.
- Solo mode's great.
- Enjoying it already.
- Is it worth getting for solo play?
- The solo opponent is going to be scanning a lot. That's just a fact.
- I would happily play this repeatedly, multiple times.
- The solo mode is very engaging and the rules are well-presented.
References (from this video)
- excellent core mechanics that flow well
- high production quality and strong rulebooks
- theme resonant for science-minded players
- could feel abstract to some players
- complexity may require careful setup and study
- astronomy and alien contact
- space exploration and signal analysis
- science-meets-mechanism with thematic flavor
- Gloomhaven (narrative-heavy, campaign-style)
Mechanics (from transcript analysis)
- cohesive production — high-quality production and well-presented components
- mechanism-rich engine — flow and balance of core mechanisms that CGE does well; rulebooks highlighted as strong
Video topics + discussion points
Quotes (from this video)
- If you enjoy the Ingenious game, I would definitely have a look at Ingenious 3D.
- Tower Up is the game that I would play with non-gamers.
- This is SETI, and it's cool from a mechanical perspective.
- The narrative is exceptional. The writing style is superb.
- Civolution has micro turns... your turn is generally fairly short and doesn't contain any chaining of actions.
References (from this video)
- Rich thematic integration with exploration and aliens
- Expansion adds variety with player powers and more aliens
- Engaging, point-rich euro-style engine-building
- Complexity may deter casual players
- Expansion can complicate rules for new players
- search for alien life and scientific exploration
- Night sky exploration, probes and data processing
- Euro-style resource management with thematic alien encounters
- Lost Ruins of Varnac
Mechanics (from transcript analysis)
- Card-driven actions — Acquired cards provide additional missions and focal strategies.
- probes and data — Launch probes and manage data to unlock new opportunities and scoring.
- Resource Management — Players manage resources to take actions and pursue missions.
Video topics + discussion points
Quotes (from this video)
- it's really about exploring around
- this is a cooperative game, you and all your teammates crash landing onto a planet
- it's really about enjoying the kind of stories that emerge as you explore these different parts of the world
- Flip 7 is a really simple push your luck game, round after round
- The Old King's Crown... it's the hottest game right now. People are playing this a bunch
- Lost Ruins of Varnac, which is also from CGE in that you're trying to find a way to keep that round going
- It's war on steroids. Like, there's a million things you can do to augment what you have played
- it's just silly fun
References (from this video)
- Strong sci-fi theme with approachable deduction
- Expansions add more aliens and depth
- Complexity can scale with expansions
- Extraterrestrial intelligence (SETI) exploration
- Desert with satellites seeking signals
- Discovery-driven exploration and deduction
- Terraforming Mars
- Other deduction-driven co-ops
Mechanics (from transcript analysis)
- alien discovery and puzzles — Clues lead players to identify aliens and progress.
- cooperative/deduction — Players collaborate to interpret signals and find aliens.
- Deduction — Players collaborate to interpret signals and find aliens.
Video topics + discussion points
Quotes (from this video)
- We rely on the generosity of all of us. And so if you like BG, please consider donating.
- Two great tastes taste great together.
- It's like war, but there's a million little knobs and levers.
References (from this video)
- Adds three new aliens with varied playstyles and flavorful themes
- Asymmetrical starts are easy to teach and speed up play
- Quick Start cards effectively shorten the game without removing excitement
- Signal tokens and new scanning-related mechanics increase player choice
- More cards and tokens add variety without overwhelm
- Increases complexity and setup with many new components
- Some players may need a first playthrough to fully grok asymmetrical abilities
- Exploration, collaboration, and competition via research and signaling.
- Outer space exploration with alien civilizations and interstellar research.
- Asymmetrical starts and modular expansion influencing play flow.
Mechanics (from transcript analysis)
- Expansion cards and variants — A large set of cards; some provide alternatives to existing effects; increases variety and synergy opportunities.
- Glyphs and special tokens — Glyph tokens and glyph-based bonuses; players collect glyphs and can decipher them to gain bonuses.
- Multi-Use Cards — A large set of cards; some provide alternatives to existing effects; increases variety and synergy opportunities.
- New aliens and asymmetrical starts — Three new aliens each with unique board layouts and starting powers; asymmetrical starting conditions to alter strategy and teachability.
- Once-Per-Game Abilities — Each organization provides a starting resource, a special ability, and a one-time action per round.
- Organizations with ongoing and one-time abilities — Each organization provides a starting resource, a special ability, and a one-time action per round.
- Publicity economy and end-game scoring — Publicity has a cost/benefit dynamic; certain actions grant or consume publicity; leftover publicity yields end-game points.
- Quick Start cards — A subset of starting bonuses designed to shorten the first round; allow players to begin with predefined benefits.
- Signal tokens and scanning action — Signal tokens are spent to discard extra card from the row when scanning, enabling more efficient information gathering.
Video topics + discussion points
Quotes (from this video)
- This expansion is everything I want from an expansion.
- I will never play SETI without this expansion.
- 10 out of 10 for me.