Cover-Up Agent
3 Suppression + 3 Leverage
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.
The four veils. The deeper you go, the less anyone admits exists.
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.
| AGENDA | WANTS | TO WIN, HOLD |
|---|---|---|
| Cover-Up Agent | order | 3 Suppression + 3 Leverage |
| Military | security | 4 Power + 2 Suppression |
| Corporate Contractor | money | 4 Leverage + 2 Power |
| Conduit | contact | 3 Integration + 3 Bio-Genetics + 3 artifact cards (any) |
| Hybrid Sympathizer | belonging | 4 Bio-Genetics + 2 Exposure |
| Whistleblower | the truth | 3 Exposure + 3 Leverage |
3 Suppression + 3 Leverage
4 Power + 2 Suppression
4 Leverage + 2 Power
3 Integration + 3 Bio-Genetics + 3 artifact cards
4 Bio-Genetics + 2 Exposure
3 Exposure + 3 Leverage
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.
Starts in Public. Your interviews keep asking until two players have shown you a card.
Starts in Public. Your Leak makes the target reveal two cards, not one.
Starts in Public. You may look at the next encounter before it is turned over.
Starts in Classified. You may move twice in one turn.
Every place gives something. Look at your agenda, find the places that give what you need, and go there.
| VEIL | PLACE | GIVES |
|---|---|---|
| Public | Roswell, 1947 | Suppression (where the first cover story began) |
| Podcast studio | Exposure | |
| Mount Shasta | Bio-Genetics · and a portal straight down to Telos | |
| Government | Hearing room | Leverage |
| Pentagon UAP office | Suppression | |
| The SCIF | no resource: a sealed room for private deals (chapter 8) | |
| Classified | Area 51 | Power |
| Skinwalker Ranch | Bio-Genetics | |
| Nimitz carrier deck | Integration | |
| Unacknowledged | Hangar 18 | Artifact 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.
Public ? Suppression
Public ? Exposure
Public ? Bio-Genetics; portal to Telos
Government ? Leverage
Government ? Suppression
Government ? clearance and private deals
Classified ? Power
Classified ? Bio-Genetics
Classified ? Integration
Unacknowledged ? artifacts
Unacknowledged ? artifacts
Unacknowledged ? artifacts
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.
Six kinds, six of each. They are what agendas collect. You take them from places on the board.
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.
Three copies; this part may be sealed.
Three copies; this part may be sealed.
Three copies; this part may be sealed.
Three copies; this part may be sealed.
Three copies; this part may be sealed.
Three copies; this part may be sealed.
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.
Witness: take one card from any Classified place.
Witness: look at one card waiting in the deepest veil.
Witness: swap one random card with a random player.
A false alarm over Shasta: nothing happens.
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.
| STEP | WHAT YOU DO |
|---|---|
| 0 · Check | If your agenda is complete, reveal it and win. Or, instead of the whole turn, name the hidden artifact (chapter 6). |
| 1 · Draw LOCKED | Draw one card from the deck. |
| 2 · Move | Click a place: same veil, one veil out, or inward through a cutout if you have clearance. Or stay. |
| 3 · Take | Take 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 LOCKED | Play 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 LOCKED | Discard down to 7 cards in hand. Play passes clockwise. |
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.
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.
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.
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.
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.
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.
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.
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
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.
| # | VEIL | WHO MAY ENTER |
|---|---|---|
| 1 | Public reality | everyone |
| 2 | Government | everyone (hearings are public) |
| 3 | Classified | clearance, or awareness 3 |
| 4 | Unacknowledged | clearance, or awareness 4 (or the Shasta portal) |
| 5 | The Core | awareness 5 only, from the Unacknowledged. No rank opens it. |
| 6 | The Watchers | beyond play: they send the encounters down |
| 7 | The One | beyond 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.
| HOW IT RISES | HOW FAR |
|---|---|
| Be still: instead of Take or Interview | up 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.
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.
When you play Leak in this mode, two things follow from how disclosure really works:
| Information becomes influence | You 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 voice | If you hold clearance Classified or higher, you lose one level. An insider who speaks is cut off. |
Standing in Classified or deeper, your Investigate sees one more card.
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.
| HOOK | VALUE IT CAPTURES | PLAYED WHEN A RIVAL… | IF IT CATCHES THEM |
|---|---|---|---|
| Crowd | influence | enters Public reality | They reveal one random card of their hand to everyone, at once. |
| Order | security | enters Government | Next turn they cannot move inward. Order holds you back. |
| Control | power | enters Classified | Next turn they cannot move, and cannot give or trade a card away (no Dead Drop, no SCIF trade). Control makes you hold on. |
| Pride | information | enters the Unacknowledged | Next turn they must name the sealed artifact, or lose the turn. |
| Bliss | consciousness | enters the Core | They 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.
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.
| SCIF | Sensitive Compartmented Information Facility: a sealed room for classified material. Said “skiff.” |
| UAP | Unidentified anomalous phenomena: today's official word for UFOs. |
| Clearance | How deep you are allowed to see. In real life also: need to know. |
| Special access program | A compartment so restricted that even most cleared people do not know it exists. |
| Glomar | “We can neither confirm nor deny.” |
| Dead drop | Passing something secretly without meeting. |
| CE1 to CE5 | Close encounters, after J. Allen Hynek: seen, traces, beings; later additions abduction and contact. |
| Mimicry | Something 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.