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1ers Contacts

1ers Contacts Rulebook

Table of Contents

Table of Contents

  • Material
  • Mission Order
  • Preparation
  • Setup (1/2)
  • Setup (2/2)
  • How to Play
  • The Alien's Turn
  • The Agents' Turn
  • Main Agents' Abilities
  • End of the Day
  • End of the Game
  • Cards Anatomy
  • Agent Cards
  • Alien Equipment Cards
  • Agent Equipment Cards
  • Mission Cards
  • Personalize Your Games
  • FAQ
  • Quick Reference
  • Achievements

Material

  • 1 central board (double-sided), called Map. This map represents the hunting zone. It is composed of hexagons (called tiles) featuring five different types of terrain. The map is divided into three zones (A, B, and C), which are separated by crossable rivers.
  • 1 Screen (Bottom, Screen, Alien Map). The Alien Map is a digital replica of the central board. It can be erased, allowing the Alien to secretly draw its movements and camps, plus 1 erasable marker.
  • 1 Detection marker
  • 1 Day marker
  • 24 Detection tokens (x10, x10, x4)
  • 12 Secret Files. The Secret Files cover gives you all the key information to set up the scenario. What's inside is secret, but it always includes: a logbook, an event with unique rules, and a special mission for the Alien.
  • 9 Secret Files tokens + 1 Alien dice (x4 Hunting cabin, Spaceship, Protest; x2 Sungates, Bike, Alien dice)
  • 12 Agent Sets (Basic Set), each containing: 12 Agent cards (1 per Agent), 12 Agent tokens (1 per Agent), 12 Agent cubes (1 per Agent), 12 Agent base tokens (1 per Agent)
  • 7 detection arrays (Agent Brown, Agent Green, Agent Yellow, Agent Blue, Agent Orange — Scan; Sniper; Drone; Sniffington (Agent Purple))
  • 8 Day tokens
  • 1 roadblock token (Agent Turquoise)
  • 4 Dog paw tokens
  • 1 Witness card
  • 12 Agent Equipment cards
  • 8 Agent Mission cards
  • 2 player aids (double-sided)
  • 1 Oracle card
  • 12 Alien Equipment cards
  • 8 Alien Mission cards

Note: You'll find some duplicate components in the box. The tokens on the punchboard come from the standard version of the game.

Mission Order

Brief

1ers Contacts is an asymmetrical search and investigation game, where one player (the Alien) faces off against up to four opponents (the Agents). The Agents must catch the Alien and the Alien must avoid getting caught and must also fulfill its special mission.

Choice of a Role

Choose a player to play the Alien. They sit at the end of the table, their Alien Map hidden from other players by their Screen. The other players are called Agents, and form the Agent team.

In order to win, the Alien must avoid getting caught and must also fulfill its special mission. The Alien will therefore attempt to stay away from the Agents and fulfill its special mission.

In order to win, the Agents must catch the Alien. The Agents will therefore attempt to detect the Alien's position over several consecutive turns, trying to limit its freedom of movement and flush it towards difficult terrain.

Preparation

A. Select a Secret File

Secret Files may be explored in the order of your choice, they represent the scenario of your game.

Players are advised to play the starter Scenario: Major Breakdown. It lets you discover the basics by playing a game of up to 6 rounds on the Plan S side of the board, with a scenario favorable to the Agent team.

Setup (1/2)

Take the player aids, and set up the game according to your Secret File chosen.

A. Place the central board in the middle of the table: side S or L.

B. Place the Detection token on the Detection tracker on 0.

C. Place the Day token on the time tracker on Day 1. The Time tracker is divided into 8 Days (6 on Plan S). A Day corresponds to the Alien turn followed by the Agent turn.

D. Place the Detection and Alien tokens next to the central board.

E. Place the Witness and Oracle cards next to the Detection tracker.

F. Take the corresponding Agent cards. Each Agent chooses an Agent card and places it in front of them. They also take the set associated with their Agent and give the Agent cube to the Alien. Tip: These cubes allow the Alien to locate the position of the Agents on its Alien Map.

Important: The number of Agent cards is always the number shown on the Secret File, regardless of the number of players. If there are fewer players than the number of Agent cards, the remaining cards are distributed freely among the players or played collectively.

G. Deal out the indicated number of Agent Equipment cards. Look at them and keep the indicated number. Return any unused cards to the box. Take any additional Secret File tokens.

  • Equipment cards are kept secret.
  • Some Secret Files have no Equipment cards.
  • Agent Equipment cards belong to the Agent team.

H. Do the same with the Alien Equipment cards. If necessary, take additional Secret Files tokens.

Advanced rules: see Mission cards p.18.

You can now open the Secret File. Among other things, it contains a recording of the Alien's voice log and its special mission.

The Alien opens the Secret File and reads aloud its log (A), the event (B) and its special mission (C). Event (B) presents the specific rules and setup for Secret File. Proceed with this setup if requested.

Setup (2/2)

1. The Alien chooses its starting spot (camp). On its Alien Map, it draws a circle on a Field or Forest tile.

2. Agents place their Agent pawns with their base in a City. Each Agent must be placed in a different City.

3. The Alien announces its starting area A, B or C.

Rivers are used to delimit A/B/C zones. They can always be crossed.

How to Play

Each Secret File can last up to eight in-game Days (6 with Map S). The game stops immediately if the Agents or Alien fulfill their victory condition (see End of the game).

A Day

An in-game Day consists in:

  • The Alien's turn: The Alien moves, and may play an Equipment card.
  • The Agents' turn: Each Agent moves, uses their special ability, and may play an Equipment card.

Important: An in-game Day consists in the Alien's turn then the Agent's turn.

The Alien's Turn

Moving the Alien (Mandatory)

The Alien's movement is secret, the Alien isn't represented by a physical token. The Alien player draws the Alien's movements on the dry erase map behind its folding screen.

Moves are symbolized by arrows, with the tip of the arrow marking the location of the camp and the end of the movement. Each arrow corresponds to 1 Day.

The Alien gets 5 moves per Day. It may use fewer moves than available, but it must use at least one.

Each type of terrain costs a different amount of moves to cross or land upon:

  • Field = 1 move
  • Forest = 2 moves
  • City = 3 moves
  • Lake = inaccessible terrain
  • Mountain = inaccessible terrain
  • Agent's tile = inaccessible terrain

The Alien can use 2 Moves to cross the first Forest tile, 2 Moves for the second Forest tile and its final 1 Move to end up on a Field tile. The Alien can cross a tile where it has already crossed.

Moves restrictions

If the Alien makes one of these moves, it is immediately caught:

  • The Alien can never land on the same tile twice. It would be too risky to make camp twice in the same spot!
  • The Alien can never cross a tile where an Agent stands. It uses the Agent cubes to mark the location of Agents on its Alien Map.
  • The Alien can never land on a tile where an Agent stands.

The Alien cannot end up on a previous camp.

Playing an Alien Equipment Card (Optional)

With some Secret Files, the Alien can get Equipment cards. Before or after moving, the Alien may play an Equipment card. It can only play an Equipment card once per Day (see Alien Equipment cards).

The Agents' Turn

Agent players may decide to play the Agents in a different order each Day. Agent players move the Agent tokens on the Map, use their special ability, then ask the Alien whether it's been detected or caught.

Agent players may decide collectively how to use their Agents and in what order. In case of a disagreement, the player who picked a certain Agent during setup gets the final say on how to play them.

1. Moving the Agents (Mandatory)

Agents get a certain amount of Moves per Day. That amount is displayed on their card. They may use fewer than available, but they must use at least one. 2 agents cannot be on the same tile.

Movement = 1 tile no matter what type of terrain they're crossing:

  • Field = 1 move
  • Forest = 1 move
  • City = 1 move
  • Lake = 1 move
  • Mountain = inaccessible terrain.

2. Use Special Abilities

Each Agent has a special ability to help them in their hunt (see Agent cards). There are 2 main special abilities: detection or capture. If the Agent has both abilities, they must choose one of them.

The Agent uses their special ability then asks the Alien if it has been detected or captured. The Alien must answer immediately and is not allowed to lie.

If the Alien is captured, the game ends immediately (see End of the Game). If the Alien is detected, the Agents move the Detection marker 1 space forward. If the Alien has been detected more than 3 times, it is no longer necessary to move the detection marker.

Playing an Agent Equipment Card (Optional)

In some Secret Files, the Agents can get Equipment cards. Collectively, they can only play one Equipment card per Day (see Equipment cards).

Agents may play an Equipment card at anytime:

  • Before moving their Agents
  • Between two Agents
  • After moving their Agents

Main Agents' Abilities

Detection Ability

Some Agents have Detection Arrays which come in different shapes and diameters. If the Alien stands within the area covered by the Detection Array, it will be detected.

Important: Mountains block Detection Arrays in a straight line (see Agent cards).

Capture Ability

To catch the Alien, an Agent must land on the Alien's current tile. Note: crossing the Alien's tile does not allow you to capture the Alien.

Some agents have specific capture abilities (see agent descriptions).

Example

On Day 2, Agent Yellow is the last to play. The Alien has not been detected by the previous Agents.

1. Move. Michaël moves Agent Yellow. Agent Yellow may move up to 3 but chooses to move only 2. Note: If the Alien is on the tile directly behind the Mountain (red tile), it is hidden and cannot be detected by Agent Yellow's Scan.

2. Ability. After moving, Michaël uses Agent Yellow's detection ability: a level 2 Scan. He places the center of the Scan on the tile where Agent Yellow ended her movement. All visible tiles within the Scan area are now detected.

Michaël then asks the Alien two questions: Did I capture you at the end of my move? Were you detected by the Scan?

The Alien is currently on a City tile within the Scan area. Agent Yellow didn't land on the Alien's tile, but did detect it using her Scan. The Alien must therefore answer NO to the first question and YES to the second. The Alien has been detected. Michaël may then place detection tokens on the map.

Tip: Make sure the central hexagon of the Array is aligned with the corresponding tile on the Map. This ensures correct placement. There's no need to rotate the Array, as it always covers the same area.

At the end of the Day, the Agent team collects their Scan tokens and places each Agent's base back under their Agent token. Then, move the Day marker forward to Day 3.

End of the Day

Situation N°1: The Alien Has Been Caught

The game stops immediately and the Agents win (see End of the game).

Reminder – the Alien is caught if:

  • An Agent lands on the Alien's current tile, or
  • An Agent uses a specific Capture ability (see agent descriptions), or
  • The Alien cannot move in any direction (see Moves restrictions).

Situation N°2: The Alien Has Not Been Caught

Move the Day marker forward on the timeline. A new Day begins.

At the end of Day 4 (3 for Map S), the Witness card and/or Oracle card are unlocked.

At the end of Day 7 or 8 (6 for Map S), check the victory conditions (see End of the game).

Witness and Oracle Cards

The Witness and/or Oracle cards are unlocked based on how many times the Alien was detected on previous days. There are three possibilities:

  • 0 time. The Alien has never been detected. The Agents receive a Witness card, and the Alien does not receive the Oracle card.
  • 1 or 2 times. The Alien has been detected once or twice. Both the Agents and the Alien receive a Witness and an Oracle card respectively.
  • 3+ times. The Alien has been detected more than twice. The Alien receives an Oracle card, and the Witness card is discarded.

Witness Card

Witness Yves Sinotol saw something and his testimony could help the Agents.

The Witness card may be used once per game just like an Equipment card. On one of their turns, the Agent team may ask the Alien one yes-or-no question. The Alien must answer yes or no.

Examples: Are you in area A? Are you on a Field tile? Are you closer to Agent Blue than to Agent Yellow?

Important: The Agents cannot ask questions about the spaceship's position!

Oracle Card

Ma'Tress sees the future and can help the Alien by revealing the next turn of one of the Agents.

The Oracle card may be used once per game, just like an Equipment card. On one of their next turns, the Alien designates an Agent who announces their next turn. The Agent reveals their moves and how they will use their special ability. They will be the first Agent to play at the start of the Agents' turn.

Important: An Agent who announces their next turn does not take it immediately. The Alien can cross the tile where the Agent will end up on their next turn, but cannot land there; otherwise, it will be captured on the Agent's turn.

End of the Game

Standard Victory Conditions

The game ends immediately when the Alien is caught, or at the end of the last Day (at the end of Day 8 on Plan L or Day 6 on Plan S).

The Alien wins if:

  • the Alien is not caught, AND
  • the Alien has successfully fulfilled its special mission.

The Agents win if:

  • the Alien is caught.

Some Secret Files may depart from these victory conditions.

You are now ready to discover the 1st Contacts. Find out more about Secret Files, Equipment cards and Agent cards in the following pages.

Cards Anatomy

Agent Cards: Agent Icon, Agent name, Move, Ability (Detection or Capture).

Equipment Cards: Equipment Icon, Equipment name, Card effect, Number. Marked ALIEN or AGENT depending on which side's deck the card belongs to.

Mission Cards: Mission Icon, Mission name, Mission, Number. Marked ALIEN or AGENT depending on which side's deck the card belongs to.

Agent Cards

Agent Yellow — Scan

MOVES: 3 tiles

ABILITY: Detection: 2-tile radius array, called scan2.

OBSERVATION: Fast, precise, unstoppable. Ever since her bootcamp days, she's been beating all endurance records - to the point where some wonder whether she might be a bit alien herself.

Agent Green — Scan

MOVES: 2 tiles

ABILITY: Detection: 3-tile radius array, called scan3.

OBSERVATION: She and Agent Yellow have run more or less wild. A master of cutting-edge tech, she always has new gadgets to try out, using them as a major asset in all her plans.

Agent Brown — Scans

MOVES: 2 tiles

ABILITY: Detection: 2-tile radius array, called scan2.

EXPERTISE: He can move 1 to climb mountains. When standing on a Mountain, his array spreads to a 3-tile radius, called scan3.

OBSERVATION: A lover of nature, he has crossed terrain where even satellites refuse to go. A specialist in alpine infiltration and groundhog training... especially his own, RoboHog 3000.

Agent Orange — Drone

MOVES: 2 tiles

ABILITY: Detection: The Drone may move anywhere on the Map and scan a 4-tile area in a specific shape.

Specific Capture: The drone may land on any tile on the Map to attempt to capture the Alien. The Alien is caught if it is standing on the targeted tile.

OBSERVATION: Always relaxed, almost too much so. He controls drones remotely via an interface directly linked to his mind. His favorite, "Vigilant-V2", has only one problem: it's convinced that "scanning donuts" is a priority mission.

Agent Pink

MOVES: 3 tiles

ABILITY: Specific Capture: Captures on all adjacent tiles after finishing movement.

OBSERVATION: My robot Grabby grabs everything in sight: evidence, gadgets… sometimes even teammates by accident. Biggest challenge? Getting my sandwich back during missions.

Agent Purple

MOVES: 2 tiles

ABILITY: Detection: Sniffington (dog paw tokens).

OBSERVATION: Don't be fooled by her shy smile: she's a tracking ace. Her real secret weapon? Sniffington, the dog, who once sniffed a martian disguised as a mailman.

Sniffington

MOVES: Starts each turn on the Agent's tile and follows its movements. Can then sniff for traces of the Alien on the Forest and Field tiles.

The dog moves in a continuous path (no Y movement). Its moves correspond to the Alien's, but it can't move to city tiles.

The dog gets 4 moves per Day. Each type of terrain costs a different amount of moves to cross or land upon: Field = 1 move; Forest = 2 moves.

  • To indicate which tiles have been sniffed, place 1 Dog Paw token on Field tiles and 2 on Forest tiles.
  • After exploration, the dog always returns to the Agent's tile.

ABILITY: Detection: If on any Day the Alien has crossed one of the tiles the Dog detects, the Alien indicates on which Day it crossed that tile. The Alien reveals only the most recent occurrence.

  • If several tiles correspond to the same day number, the Alien chooses which one to indicate.
  • If the Alien is standing on one of these tiles, it announces the current day number but is not caught: it is only detected.

Example: After moving, Agent Purple lets her Dog out. Moves must be continuous, then the Alien indicates on which more recent Day he crossed it. It must announce Day 4. As two tiles correspond to day 4, it chooses the one it announces.

Agent Blue — Sniper

MOVES: 2 tiles.

ABILITY: Detection: 2 arrays in a straight line, originating from his tile.

Specific Capture: Can pick a specific tile within his line of sight and attempt to Capture the Alien. The Alien is caught if it is standing on the targeted tile.

The Sniper is not limited to 3 tiles, but covers the whole line (unless blocked by a mountain).

OBSERVATION: His aim is always impeccable. He has elevated sniping to an art and can even watch two directions at the same time. His problem is that he loves to stay hidden while others do the dirty work.

Agent Red

MOVES: 3 tiles.

ABILITY: Specific Capture: Captures on every tile crossed during movement.

OBSERVATION: Always in a rush, always on the move. I stop suspects so fast, they just see a puff of dust before realizing it was me. My biggest challenge? Dodging Agent Purple's dog poop.

Agent Black

MOVES: 1 tile then flies in a straight line—even through mountains. Capture on the tile after its first move, then on its landing tile.

ABILITY: Detection: Detects every space flown over.

EXPERTISE: Can transport an Agent located on the same tile after moving. The transported Agent is then dropped 1 space away from the final destination.

OBSERVATION: The sky's my playground, but dazzling my teammates is my true specialty. I can even pull off a barrel roll without spilling my coffee.

Agent Grey

EXPERTISE: At the start of the game, he chooses 4 unused Agent cards. Each day, Grey "transforms" into one of the 4 Agents, adopting its movement, specific ability, and expertise. At the end of the day, the card is flipped face down and can't be reused. On the fourth day, all cards are flipped face-up and can be used again, once each.

OBSERVATION: This is Paul, renegade alien and master of mimicry. I copy Agents' powers: speed, precision... My only problem? Making sure they don't realize their best Agent… is me.

Agent White

MOVES: The AI teleports between cities and must move to a new city each day.

ABILITY: Detection: Detects up to two tiles away from its current city (uses a virtual scan2).

Specific Capture: Captures on all adjacent tiles after finishing movement.

OBSERVATION: AI White reporting. I see everything, I hear everything... even your debates about where to eat tonight (go for tacos, it's Wednesday). My only bug? I stop to scan every pigeon like it's a top-tier suspect.

Agent Turquoise

MOVES: 2 tiles.

ABILITY: Detection: Detects all adjacent tiles.

EXPERTISE: Drops a roadblock on an adjacent space. That tile becomes uncrossable for both Agents and the Alien. If the roadblock is placed on the tile occupied by the alien, the alien is not detected.

OBSERVATION: I love blocking roads—it's my thing. But I'm working on chilling out… especially during rush hour.

Alien Equipment Cards

You can apply all Equipment card effects only once. The card is then discarded.

  • B01 - FREEZE BLAST: For this turn, all Agents' movements are reduced by 1 tile.
  • B02 - SMOKE GRENADE: For this turn, all Array 2-tile and 3-tile radius Arrays are reduced by 1 tile. Agent Blue and Agent Orange Arrays are unaffected.
  • B03 - HOVERBOARD: For this turn, the Alien has up to 9 moves instead of 5.
  • B04 - GRAVITOR: The Alien chooses an Agent who cannot move this turn. The Agent can perform their ability.
  • B05 - SILENCE MARKS: The Alien chooses an Agent who cannot perform their ability this turn. The Agent can move.
  • B06 - PSYCHIC PAPER: For this turn, the Alien can cross a tile where an Agent stands, but he can not land on that tile.
  • B07 - PROZIUM: For this turn, the Agents are not allowed to talk to each other. They can only ask the Alien a question after performing their ability.
  • B08 - WHISTL-ONDU: For this turn, the Alien moves an Agent adjacent to it over 5 moves. The Alien chooses the direction of movement.
  • B09 - BLACK MIRROR: The Alien removes one Agent from the game, who is immediately replaced by a reserve Agent. The Agents choose the new Agent.
  • B10 - QUANTUM WORM: For this turn, the Alien moves 5 moves including over water, instead of its regular 5-step movement.
  • B11 - GILLS: For the rest of the game, the Alien may move across lake tiles for 1 move. The first time the Alien enters water, it must shout ("the water is cold!") and reveal its position on the Map.

Agent Equipment Cards

You can apply all Equipment card effects only once. The card is then discarded.

  • A01 - PUG: For this turn, the Agent team has a dog. (see Sniffington)
  • A02 - DRONE: For this turn, the Agent team has a drone. (see Agent Orange)
  • A03 - SPLATELLITE DISH: For this turn, all Array 2-tile and 3-tile radius Arrays are increased by 1. Agent Blue and Agent Orange Detection Arrays are unaffected.
  • A04 - SPICE SHOOT: For this turn, 2 Agents can increase their move by 1.
  • A05 - SCHRÖDINGER'S TRAP: On its next turn, the Alien moves will be reduced by 2.
  • A06 - TALKIE MINIE: An Agent from the Agent team is replaced by one of the Agents available in the reserve. The Agent is replaced until the end of the game.
  • A07 - WARP-GUN: For this turn, 2 Agents who have not yet played can swap abilities. Both Agents keep their respective movement capacities.
  • A08 - GRAV-BOOTS: For this turn, an Agent may move twice, but they do not use their special ability this turn.
  • A09 - NET BALL: For this turn, an Agent may throw the net ball onto an adjacent tile to attempt a capture.
  • A10 - BINOCULARS: For this turn, an Agent may scan two adjacent tiles anywhere on the map.
  • A11 - HELICOPTER: For this turn, the Agent moves in a straight line, even through mountains. Captures on their landing tile.

Mission Cards

Setup

  1. After selecting the Agents, the Alien and the Agent team each draw 2 Mission cards.
  2. They choose 1 to keep and discard the other face down.
  3. Then, the chosen Mission cards are revealed simultaneously.

Mission cards introduce a new victory condition, in addition to the standard ones (see End of the Game). They modify the rules of the game by adding an additional advantage or challenge for the Alien and the Agent team. They add a layer of tactical depth and asymmetry to each game.

Personalize Your Games

1ers Contacts is a game system designed to be flexible and adaptable. Play the way you like and personalize your games:

  • Modify: Starting from an existing Secret File (e.g., Lost in the Rockies) modify the Agents and add or remove Equipment cards.
  • Adapt: Adjust a Secret File depending on players' experience, helping either the Alien or the Agent team.
  • Go beyond: Play in challenge mode: repeat the same Secret File, adding more and more Mission cards for the winner of each game.
  • Design: Design your own Secret Files.
  • Collect: Collect achievements.

If you create an adventure you'd like to share, you're warmly invited to publish it on BoardGameGeek (BGG) so the community can enjoy it as well. Together, let's keep this universe alive and growing!

Recommendations

  • Play with a maximum of 3 Agents on Map S.
  • Include at least one Agent with a scan in the Agent team on Map L.

How to create a Secret File

  • Alien's advantage: Receive and keep more Equipment cards. Receive one of the following Mission cards: M04 - M05 - M06.
  • Agents' advantage: Receive and keep more Equipment cards. Receive one of the following Mission cards: M10 - M12 - M15.

FAQ

This FAQ will help you quickly resolve any doubts you may have during the game. It focuses on special rules, edge cases, and common mistakes.

Golden Rule: Rules presented in the SECRET FILES or in the MISSIONS module take precedence over those in this rulebook.

Movement and terrain

Q: What does "X tiles away" mean? A: You may move up to X tiles away, regardless of terrain type. Each tile counts as one.

Q: What is an "adjacent tile"? A: It refers to one of the six tiles directly surrounding the current position of an Agent or the Alien.

Q: What does "impassable" mean? A: It means the tile cannot be crossed by the Alien or the Agents. Mountains are impassable (except for Agent Brown). Some Secret Files use this keyword.

Q: How does teleportation work? A: When the Alien enters a door tile, it pays the movement cost for that tile, then instantly moves to the paired door tile at no additional cost.

Detection and capture

Q: What's the difference between Scan and Detect? A: Scan: uses a 2-tile or 3-tile radius array (e.g., Agents Yellow, Green...). Detect: uses an ability or an Equipment card that allows an Agent to attempt detection (e.g., Drone, Sniper, Sniffington, Binoculars). In both cases, if the Alien confirms it has been detected, the detection marker moves forward one space.

Q: How do you catch the Alien? A: You can catch the Alien by landing on its current tile, using a specific capture ability or Equipment card, or if the Alien makes a forbidden move.

Roles and selections

Q: Who is a "Reserve Agent"? A: An Agent not chosen during setup.

Q: What does "Alien choice" mean when selecting agents? A: The Alien picks an Agent first, before the Agent team chooses.

Spaceship and camps

Q: Can Agents ask questions about the spaceship? A: No. When questioning the Alien (e.g., using the Witness), questions about the spaceship's location are not allowed.

Q: Where does the Alien draw its starting camp? A: The starting camp must be drawn on a Forest or Field tile.

Q: How many camps can the Alien have? A: Up to 8, one per day.

Hidden information

Q: What does «secretly» mean? A: It means something unknown to the opposing side. Neither the Agents nor the Alien are aware of it.

Others

Q: Can the Alien cross over an old camp again? A: Yes, the Alien can cross over an old camp, but it must not land on it again.

Q: What happens if the Alien crosses or ends up on a tile occupied by an Agent? A: The Alien is immediately caught, and the game ends with an Agents' victory.

Q: Can you play multiple Equipment cards per turn? A: No, each side may only play one per turn.

Q: Can the Alien play its Equipment card before moving? A: Yes, the Alien can play it either before or after moving.

Q: What happens if the Alien hasn't completed its mission by the end of Day 8? A: The Alien loses the game even if it hasn't been caught. In that case, the Agent team also loses.

Q: What happens if the Alien completes its mission but is then caught? A: The Alien loses the game. To win, it must both complete its mission and avoid being caught.

Quick Reference

Setup

Set up the game according to the chosen Secret File. The Alien opens the Secret File and reads aloud its log, the Event, and its special mission. Then proceed to Setup (2/2).

A Day

  1. Alien's Turn: The Alien performs the following actions — must move up to 5, may play an Equipment card (optional). Important: Equipment cards can be played at anytime during the turn.
  2. Agents' Turn: Play the Agents one after the other. Each Agent performs the following actions — must move, may use Ability, and the Agent Team may play an Equipment card (optional).
  3. End of the Day: If the Alien has not been caught, move the Day marker forward on the timeline. A new Day begins.

End of the Game

The Alien wins if: it is not caught and it has successfully fulfilled its special mission.

The Agents win if: the Alien is caught.

Achievements

  • Double Vision: Play the same Secret File twice in a row: once as the Alien and once as an Agent.
  • Full Contact: Play all available roles (the Alien and all Agent types) at least once.
  • The Sixth Contact: Play at least six Secret Files.
  • Circle of Veterans: Play a game only with players who have already experienced the 6th Contact.
  • Perfect Infiltrator: Win a game as the Alien without ever being detected by any Agent.
  • Elite Agents: Give the Alien no chance and win in under 5 Days (or 3 Days with Plan S).
  • First Mission: After completing 4 achievements from this list, introduce a new player to 1ers Contacts.
  • B12 - TEMPORAL PARADOXER: For this turn, the Alien may stop again on a previous camp tile.
  • A12 - THIRD EYE: Additionally to their movement and ability, an Agent may use a scan3 (3-tile radius array), for this turn.