Setup
Players are split into two teams: aliens (max 3) and earthlings (max 4).
All players are divided into exactly two teams before the game begins: aliens and earthlings. The alien team may have a maximum of 3 players. The earthling team may have a maximum of 4 players. Teams sit on opposite sides of the table.
Setup
25 item cards are arranged in a 5×5 grid in the centre of the table to form the field.
Shuffle the full deck of item cards and place 25 of them face-up in the centre of the table, arranged in a 5×5 square grid. This grid is called 'the field' and is the central board for the game.
Setup
The alien assignment card is a map of the field; the bottom row of the card corresponds to the row closest to the aliens.
The alien assignment card shows which items each alien needs to collect, indicated by colour. The card mirrors the layout of the 5×5 field: the bottom row of squares on the assignment card corresponds to the row of item cards closest to the alien team's side of the table.
Setup
The red-token alien always goes first and the green-token alien always goes last in the alien phase.
At setup, each alien chooses a colour and takes benevolence tokens of that colour. The player who chose red tokens is always the first to take their turn in the alien phase for the entire game. The player who chose green tokens is always the last to take their turn in the alien phase for the entire game. This order does not change.
Setup
The earthling who knows the most languages goes first in the earthling phase.
The earthling player who knows the most languages in real life is designated as the first player for the earthling phase and takes their turn first, with play continuing clockwise.
Setup
Before the game, each earthling asks the aliens to draw the symbol for one characteristic, establishing a starting vocabulary.
Before the first round begins, a zero turn is taken. Each earthling chooses one characteristic and asks the alien team to draw its symbol. The aliens draw the symbol for each requested characteristic in turn. This gives all players a shared starting vocabulary of alien symbols and prevents the game from stalling at the beginning due to a complete lack of shared language.
Turn structure
On their turn in the earthling phase, an earthling rotates 1 to 5 item cards that share a common characteristic.
During the earthling phase, each earthling takes a turn in clockwise order. On their turn, the earthling rotates between 1 and 5 item cards on the field by 90 degrees. The cards they choose to rotate should share a common characteristic as listed on the earthling's personal note pad. The intention is to communicate a characteristic to the aliens so the aliens can respond with its symbol.
Turn structure
After an earthling rotates cards, the aliens draw a symbol on their pad representing the characteristic they think was intended.
After an earthling rotates cards on the field, the alien team discusses and then draws a symbol on their alien drawing pad representing the characteristic they believe the earthling was trying to communicate. This symbol is visible to all players. Earthlings may record this new symbol in the empty cells of their personal note pads for future reference. The alien team may also record previously shown symbols on their own pad.