EYES ONLY

UFO‑SCIF‑i

THE VEILS · PLAYER'S MANUAL

Somewhere behind four layers of reality (the public story, the government story, the classified story and the story that does not officially exist) something is sealed. Everyone at the table wants something from it. Nobody is who they seem.

This manual teaches the whole game. Read the first six chapters to play; the rest is there when you want it. Parts marked LOCKED come straight from James's original UFO-SKIF rules (December 2025) and do not change. MODULE parts add flavour and can be left out for a first game. LATER parts are planned, not built.

Note for this build: the screen version now follows the base rules in this manual, including the SCIF room and private computer trades. Module ideas and future features remain marked below. Click an illustrated card or place to open its full-size painting.

An object came down. Pieces of it were taken. Three of those pieces were hidden so well that nobody at the table has ever seen them. Everyone else is chasing something: money, order, the truth, contact, control.

You play one person in that world: a journalist, a pilot, an official, an agent. Everyone can see the person you seem to be. Nobody can see the side you really serve. You move through the places where the story lives (Roswell, the Pentagon, Area 51, a podcast studio at 2 a.m.) gathering what your side needs, while trying to work out which three pieces were hidden.

MEMORANDUM FOR THE RECORD · SUBJ: THE NAME

A SCIF (said “skiff”) is a Sensitive Compartmented Information Facility: the sealed room where secrets are read. A skiff is a small craft. In 1947 the pilot Kenneth Arnold said the objects he saw moved “like a saucer if you skip it across water.” And said out loud, SCIF-i is sci-fi. The name holds the whole game: the room, the craft, the story.
PUBLIC REALITY
GOVERNMENT
CLASSIFIED
UNACKNOWLEDGED
THE CORE

The four veils. The deeper you go, the less anyone admits exists.

Your secret agenda LOCKED

At the start you are dealt one agenda face down. It is your real side, and it tells you exactly what to collect: a mix of resource cards. Agendas never change with the number of players.

AGENDAWANTSTO WIN, HOLD
Cover-Up Agentorder3 Suppression + 3 Leverage
Militarysecurity4 Power + 2 Suppression
Corporate Contractormoney4 Leverage + 2 Power
Conduitcontact3 Integration + 3 Bio-Genetics + 3 artifact cards (any)
Hybrid Sympathizerbelonging4 Bio-Genetics + 2 Exposure
Whistleblowerthe truth3 Exposure + 3 Leverage
Notice the fights built in: Leverage is wanted by three agendas. The Cover-Up and the Whistleblower both need it, one to bury the story and one to break it.
Cover-Up Agent
SECRET AGENDA

Cover-Up Agent

3 Suppression + 3 Leverage

Military
SECRET AGENDA

Military

4 Power + 2 Suppression

Corporate Contractor
SECRET AGENDA

Corporate Contractor

4 Leverage + 2 Power

Conduit
SECRET AGENDA

Conduit

3 Integration + 3 Bio-Genetics + 3 artifact cards

Hybrid Sympathizer
SECRET AGENDA

Hybrid Sympathizer

4 Bio-Genetics + 2 Exposure

Whistleblower
SECRET AGENDA

Whistleblower

3 Exposure + 3 Leverage

Your character

After you see your agenda, you choose one of two characters. This is the face everyone sees. It sets where you start and gives you one small ability. Choose a face that hides your agenda, or one that helps it.

JOURNALIST · DOGGED

Nora Vance

Starts in Public. Your interviews keep asking until two players have shown you a card.

PODCASTER · CHARISMATIC

Dex Holloway

Original portrait ? New portrait

Starts in Public. Your Leak makes the target reveal two cards, not one.

EXPERIENCER · SENSITIVE

June Marrow

Starts in Public. You may look at the next encounter before it is turned over.

OFFICIAL · CAUTIOUS

Graham Pike

Starts in Government. You keep 8 cards instead of 7.

ANALYST · METHODICAL

Dr. Imani Rhee

Starts in Government. Your Investigate sees three cards, not two.

PILOT · STEADY

Cmdr. Rafe Calder

Original portrait ? New portrait

Starts in Classified. You may move twice in one turn.

ENGINEER · CURIOUS

Tess Okafor

Starts in Classified. You may take any cutout inward, not only the aligned one.

AGENT · UNREADABLE

Mr. Gray

Starts in Classified. Anyone who investigates you sees only one card.

Every place gives something. Look at your agenda, find the places that give what you need, and go there.

VEILPLACEGIVES
PublicRoswell, 1947Suppression (where the first cover story began)
Podcast studioExposure
Mount ShastaBio-Genetics · and a portal straight down to Telos
GovernmentHearing roomLeverage
Pentagon UAP officeSuppression
The SCIFno resource: a sealed room for private deals (chapter 8)
ClassifiedArea 51Power
Skinwalker RanchBio-Genetics
Nimitz carrier deckIntegration
UnacknowledgedHangar 18Artifact cards: the only places they are found
Telos, beneath Shasta
Far side of the Moon

Explore the twelve places from the game panel to view these paintings and plan a legal move.

Roswell, 1947
PLACE

Roswell, 1947

Public ? Suppression

Podcast studio
PLACE

Podcast studio

Public ? Exposure

Mount Shasta
PLACE

Mount Shasta

Public ? Bio-Genetics; portal to Telos

Hearing room
PLACE

Hearing room

Government ? Leverage

Pentagon UAP office
PLACE

Pentagon UAP office

Government ? Suppression

The SCIF
PLACE

The SCIF

Government ? clearance and private deals

Area 51
PLACE

Area 51

Classified ? Power

Skinwalker Ranch
PLACE

Skinwalker Ranch

Classified ? Bio-Genetics

Nimitz carrier deck
PLACE

Nimitz carrier deck

Classified ? Integration

Hangar 18
PLACE

Hangar 18

Unacknowledged ? artifacts

Telos, beneath Shasta
PLACE

Telos, beneath Shasta

Unacknowledged ? artifacts

Far side of the Moon
PLACE

Far side of the Moon

Unacknowledged ? artifacts

Moving and clearance

You may move to any place on your own veil, or one veil outward. Moving inward needs clearance for that veil, and you must go through a cutout: a doorway in the veil. The veils turn every round, so each cutout leads to a different place each round. Everyone may enter the Government veil (hearings are public). The Classified and Unacknowledged veils need clearance: your character may start with it, and taking your turn in The SCIF reads you in, one veil deeper each time.

THE ESOTERIC PATH

Mount Shasta's portal

From Mount Shasta you may go straight down to Telos in the deepest veil, whatever your clearance. The legend says a hidden city lies inside the mountain.

ENCOUNTERS

Something is reported

Each round an encounter appears at a place. Go there to witness it (chapter 4, Events).

Resources · 36 cards LOCKED

Six kinds, six of each. They are what agendas collect. You take them from places on the board.

S
Suppression Protocolshiding, burying, explaining away
E
Exposure Filesrevealing, leaking, broadcasting
P
Power Systemsraw military technology
I
Integration Networksjoined systems, sensors, data
B
Bio-Geneticsbiological and hybrid research
L
Leverage Assetssocial and political pull

Artifact cards · 18 cards LOCKED

Six parts, three copies each: Power Core · Neural Interface · Hybrid DNA · Dimensional Key · Quantum Communicator · Biologic Sample. Before the game, all three copies of three parts are sealed away unseen. That is the hidden artifact. The other nine cards wait in the deepest places. Every one you see tells you a part that is not hidden.

Power Core
ARTIFACT

Power Core

Three copies; this part may be sealed.

Neural Interface
ARTIFACT

Neural Interface

Three copies; this part may be sealed.

Hybrid DNA
ARTIFACT

Hybrid DNA

Three copies; this part may be sealed.

Dimensional Key
ARTIFACT

Dimensional Key

Three copies; this part may be sealed.

Quantum Communicator
ARTIFACT

Quantum Communicator

Three copies; this part may be sealed.

Biologic Sample
ARTIFACT

Biologic Sample

Three copies; this part may be sealed.

Action cards · 14 cards LOCKED EFFECTS DRAFTED

ACTION ×4

Dead Drop

Give a player one card; take one of theirs at random; they then discard one.

ACTION ×2

Investigate

Look at two random cards in a player's hand.

ACTION ×2

Leak

A player reveals one random card of their hand to everyone.

ACTION ×2

Block

Keep it in your hand: it cancels the next action aimed at you.

ACTION ×2

Burn Evidence

Remove the top two discards from the game for good.

ACTION ×2

Shuffle

Shuffle the discards back into the deck; draw one.

Events · 8 cards: the encounters LOCKED EFFECTS DRAFTED

At the start of each round one event is turned over: something is reported at a place. Whoever goes there and takes their turn there witnesses it. Encounters are ranked on the astronomer J. Allen Hynek's scale: CE1 seen · CE2 traces · CE3 beings · CE4 abduction · CE5 contact.

CE1

Lights in the sky

Witness: draw two cards.

CE2

Cattle mutilation

Witness: take one Bio-Genetics from any place.

CE4

Greys

Witness: look at one sealed artifact part for a moment… or lose your next turn (roll).

CE3

Nordics

Witness: everyone shows you one card; they warn, they do not take.

Bigfoot
CE2

Bigfoot

Witness: take one card from any Classified place.

Mantis beings
CE5

Mantis beings

Witness: look at one card waiting in the deepest veil.

Reptilians
CE3

Reptilians

Witness: swap one random card with a random player.

Lenticular cloud
CE1

Lenticular cloud

A false alarm over Shasta: nothing happens.

Noise · 9 cards: the fakes LOCKED

Holograms, weather balloons, deepfakes, a pie tin on a string. They do nothing but clog your hand; play one just to get rid of it. They exist so nobody can count the deck perfectly.

Noise
FAKE

Noise

Shared artwork for the nine false leads. Play one to clear it from your hand.

FIELD NOTE · 85 = 36 resources + 18 artifacts + 14 actions + 8 events + 9 noise. These counts are locked and never change with the number of players. (James: “Dynamic scaling killed the game.”)
STEPWHAT YOU DO
0 · CheckIf your agenda is complete, reveal it and win. Or, instead of the whole turn, name the hidden artifact (chapter 6).
1 · Draw LOCKEDDraw one card from the deck.
2 · MoveClick a place: same veil, one veil out, or inward through a cutout if you have clearance. Or stay.
3 · TakeTake one card from where you stand (its resource, or an artifact card in the deepest veil). Or interview instead: name three artifact parts, and the next player holding one of them must show you that card.
4 · Play LOCKEDPlay one card: lay a resource or artifact face down in front of you (it now counts for your agenda), or use an action, or throw away a noise card.
5 · Tidy LOCKEDDiscard down to 7 cards in hand. Play passes clockwise.
On screen: your draw is automatic. Plan your move, take or interview, and card play, then press END TURN to carry them out. The panel reports cards gained, cards laid down, clearance changes and newly ruled-out artifact parts. Encounter reports stay open until dismissed; View location / plan a move opens the place and its legal move option.

An example turn

1

You are Mr. Gray. Secretly, the Cover-Up: you need 3 Suppression and 3 Leverage. You have 2 and 1.

2

The Pentagon UAP office gives Suppression. You move there from Area 51, one veil out.

3

You take a Suppression card and lay it in front of you. 3 of 3. Buried.

4

Next turn: Leverage. Nora Vance has been seen at the Hearing room… a Dead Drop with her might do it.

ROAD ONE LOCKED

Complete your agenda

When the cards laid in front of you complete your agenda's mix, you win immediately. The game also checks at the start of your turn.

ROAD TWO LOCKED

Name the hidden artifact

Instead of your turn, name the three sealed parts. Right: you win at once. Wrong: you are out, and your agenda is revealed.

If everyone else is out, the last player standing wins.

Six parts; three are sealed. Every artifact card you see (taken, shown in an interview, investigated, leaked) proves its part is not sealed. Cross it off in your notebook. When only three parts are left uncrossed, those are the hidden artifact.

Real analysts call this Analysis of Competing Hypotheses: list every possible answer, then let each piece of evidence knock some out. The notebook in the game works the same way.

The notebook’s crossed-out parts are ones whose cards you have observed. Uncrossed parts remain possible; a ★ marks a direct glimpse of a sealed part during the Greys encounter. How you learned records the round and turn in which a newly observed card ruled out a part. It records your observations, without exposing another player’s hidden hand.

Be careful with what you hear. A card shown in a Dead Drop or a Leak is real. A rumour is not a card.

Inside the SCIF
PRIVATE ROOM

Inside the SCIF

Open THE SCIF ? ROOM in the game panel. A preview does not move your character.

The SCIF sits in the Government veil. It gives no card. Instead, when you take there you are read in: your clearance goes one veil deeper. It also gives privacy. When two players are in the SCIF at the same time, either may offer the other a trade: any cards, any number, agreed openly between the two of them and hidden from everyone else. In the computer game, open THE SCIF · ROOM in the side panel. Enter by completing a legal move, then offer cards from your hand and request a named card (or several copies). A computer agrees only when the offer helps its collection or knowledge. Offers happen on your turn, do not spend it, and never reveal the other hand or agenda. Both sides must exchange at least one card. Full negotiated human trades remain for pass-and-play or online play.

NOTE · Inside a SCIF, people with clearance read material they could never take outside. In the game, a deal in the SCIF is the one moment two hidden agendas can quietly help each other.

Open Case 01 ? The Light Over the Test Range ? from the main screen or the SCIF room. Allow about ten minutes. This is a separate investigation; it does not spend board turns or change your cards.

  1. Read four starting dossiers. Pin details to compare them.
  2. Follow leads to recover source chains, clock metadata, a safety log, and a full witness interview.
  3. Reorder the timeline by event or record date.
  4. Assess four claims and choose what to release. The ending reviews your reasoning against the evidence you collected.

Progress and private notes save on this browser when storage is available. Return to investigate other leads or revise your assessment. All incident records, people and programs in the case are fictional. The separate reading room links to genuine historical documents and research, with context about what each establishes.

Voices MODULE ? EARLIER DRAFT

These illustrated voices are retained from the earlier draft; they are not cards in the current base deck.

People you can call on, each with a personality that tells you how far to trust them.

The Careful Official

One card from Government; never a fake.

The True Believer

Two cards from Public, noise and all.

The Retired Insider

One sound card from Classified.

The Cleared Contractor

One card from the deepest veil, for a price.

The Grifter

Sells a fake to another player.

The Skeptic

Exposes one noise card someone is holding.

The Witness

Tells the same true story every time.

The Analyst

Checks two cards for you.

Deception MODULE

These illustrated deception cards are retained from the earlier draft. They are not included in the current base deck; the effects below describe that earlier module.

Cover Story

Plant a noise card in a place's pile.

Stage a Sighting

Turn over a fake encounter where you stand.

Weather Balloon

Explain the current encounter away; nobody witnesses it.

Cloak

Nobody can act on you until your next turn.

Advanced artifacts LOCKED · OPTIONAL

From James's rules: an artifact laid in front of you may count as a resource if its tag fits your agenda (Energy, Info, Quantum, Bio, Dimensional), two if it matches the hidden artifact's tags; each costs an extra discard. Slots: 2 players 1, 3–4 players 2, 5 players no limit. THE TAG-TO-RESOURCE MAP IS STILL TO BE DECIDED

Time travel and portals LATER
Some places will become portals: the pyramids, the inside of a craft, a bio lab, Area 51 in 1955. Going through does not leave the game; it changes the present: bury a resource in the past so it turns up today, plant a clue, shift what a place gives.

Every veil can be crossed two ways. Clearance is granted by institutions. Awareness is earned, and nobody can give it to you. Every veil has its own hook, and only noticing sets you free.

The seven veils

#VEILWHO MAY ENTER
1Public realityeveryone
2Governmenteveryone (hearings are public)
3Classifiedclearance, or awareness 3
4Unacknowledgedclearance, or awareness 4 (or the Shasta portal)
5The Coreawareness 5 only, from the Unacknowledged. No rank opens it.
6The Watchersbeyond play: they send the encounters down
7The Onebeyond play: all veils shed

On the board, veils 1–4 are numbered, the Core is the shell of light inside the Unacknowledged, the Watchers are the ring of watching points within it, and the One is the light at the centre. Your panel shows the ladder and where you stand.

Awareness ✧ 0 to 5

HOW IT RISESHOW FAR
Be still: instead of Take or Interviewup to 2 anywhere · 3 on Mount Shasta · 5 in Telos, beneath it
Witness an encounter (+1 each time)up to its CE level: a CE3 can lift you to 3, a CE5 to 5. The lenticular cloud is a false alarm and teaches nothing.

The Experiencer starts at 1; everyone else at 0. Your pawn glows brighter as your awareness grows.

The seer's descent: be still on Mount Shasta to 3, take the portal down to Telos, be still there to 5, then step through the inner door into the Core. Every step costs turns, and every crossing invites a hook.

The inner door and the Core

Awareness 3 opens Classified and awareness 4 the Unacknowledged, through the turning cutout like anyone else. These moves are marked ✧, and the board lights the crossing.

In the Core, Take means looking into the light: you glimpse one sealed part you have not seen (★ in your notebook). Nobody stays in the light: leaving the Core returns you to the Unacknowledged with awareness 4.

Disclosure: the Leak

When you play Leak in this mode, two things follow from how disclosure really works:

Information becomes influenceYou take one Leverage card from any place that still has one. The leaked cards are now known to everyone: the secret is spent.
Security costs your voiceIf you hold clearance Classified or higher, you lose one level. An insider who speaks is cut off.

Seeing deeper

Standing in Classified or deeper, your Investigate sees one more card.

Hooks

Each player starts with two hook cards from a deck of ten (two of each). An encounter that raises your awareness draws another (three at most). Everyone can see how many you hold.

HOOKVALUE IT CAPTURESPLAYED WHEN A RIVAL…IF IT CATCHES THEM
Crowdinfluenceenters Public realityThey reveal one random card of their hand to everyone, at once.
Ordersecurityenters GovernmentNext turn they cannot move inward. Order holds you back.
Controlpowerenters ClassifiedNext turn they cannot move, and cannot give or trade a card away (no Dead Drop, no SCIF trade). Control makes you hold on.
Prideinformationenters the UnacknowledgedNext turn they must name the sealed artifact, or lose the turn.
Blissconsciousnessenters the CoreThey lose their next turn.

Each veil is thick with one value, and each hook is the capture of that value: the crowd at the surface, the official line in government, the hunger for control in the programs, the pride of knowing in the unacknowledged, the light itself at the Core.

After a player crosses, the others (in turn order) may play the matching hook. One hook per crossing. A line of light joins hooker and hooked on the board.

Notice it: the hooked player may spend 1 awareness and walk free, and they keep the hook to use on someone else. Noticing costs you height: the same awareness is your inner door.
FIELD NOTE · Rank buys clearance, not sight. A player who climbed by papers alone has nothing to notice with. A player who climbed by awareness must decide, every time, whether freedom is worth a step of the way in.

Against the computer: you play one seat, computer players take the rest. LATER Pass and play: one screen; a curtain hides your hand between turns. LATER Online: each player sees only their own hand, agenda and notebook, and the SCIF becomes truly private.

At a real table the game works with printed cards: the board, 85 cards, six agenda cards, eight character cards.

When the game ends, everything is turned over: every agenda, every character's true side, the three sealed parts, and the trail of who did what. Everyone sees the whole structure they were inside, and how little of it any one person could see.

The point of the game: real hidden structures work like this. Nobody holds the whole picture. Incentives explain more than secrets do. And the people who seem closest to the truth are not always on its side.
SCIFSensitive Compartmented Information Facility: a sealed room for classified material. Said “skiff.”
UAPUnidentified anomalous phenomena: today's official word for UFOs.
ClearanceHow deep you are allowed to see. In real life also: need to know.
Special access programA compartment so restricted that even most cleared people do not know it exists.
Glomar“We can neither confirm nor deny.”
Dead dropPassing something secretly without meeting.
CE1 to CE5Close encounters, after J. Allen Hynek: seen, traces, beings; later additions abduction and contact.
MimicrySomething that looks like an encounter but is not: a cloud, a balloon, a hoax.

Places, beings and cases in this game come from the lore and history of ufology. They are shown as reports, claims and legends. The game never tells you what is true; that is the point.