MyNextPledge
← Retour au catalogue

UFO*logy: A Game of Close Encounters

Par V

Soutenir la campagne

BoardGameGeek

Statut actuel

Campagne en cours Temps restant : 18 jours et 5 h (fin le 15/11/2026)

Fonds récoltés : 289 €

Humour Jeu de plateau Jeux de cartes Science Fiction

Signaler une version française

Tu as vu qu'il y aura une VF (FAQ, page de pledge, actu de l'éditeur…) ? Le drapeau s'affiche tout de suite ; un admin vérifie ensuite ta source.

Connecte-toi pour signaler une VF.

Signaler un problème

Description, vidéo, lien boutique… Une raison aide, mais ce n'est pas obligatoire.

Connecte-toi pour signaler un problème sur cette fiche.

En bref · fiche BoardGameGeek traduite

Les extraterrestres, les ovnis… existent-ils vraiment ? Après des années de recherche, les ufologues ont répondu à cette question, et la réponse est… peut-être. C’est là que vous entrez en jeu. Rassemblez des preuves, obtenez votre doctorat, piratez l'ordinateur de votre adversaire, puis – peut-être – vous résoudrez l'un des plus grands mystères du monde : sommes-nous seuls dans l'univers ? Ufology est un jeu de cartes inspiré du domaine scientifique marginal du même nom. Dans Ufology, les joueurs utilisent des cartes « Recherche » pour collecter des cartes « Preuve » sur une grille de 3x3 cartes (3x4 dans les parties à 5 ou 6 joueurs) appelée le « Champ de recherche ». Ces cartes « Preuves », dont la valeur varie de 0 à 6 points, sont placées avec des cartes « Dossier » comportant des icônes correspondantes. Lorsqu’un dossier contient les éléments de preuve indiqués, il est considéré comme « clos ». La partie se termine dès qu’un joueur clôture trois dossiers, et le joueur ayant le plus de points remporte la partie. Les cartes « Action » permettent aux joueurs, par exemple, de prendre des cartes dans la main d’un adversaire, de déplacer des cartes d’une affaire à une autre, etc. Il existe également des cartes « Références » qui augmentent le nombre de cartes qu’un joueur peut utiliser à son tour ou la taille de sa main, ainsi que des cartes « Culture » qui modifient le déroulement de la partie pour tous les joueurs.

Présentation de la campagne

Something strange is happening in our skies. 

Encounters with the unknown are on the rise. It’s up to you to figure out: Who, What, and Why. But you’re not the only one digging, and not everyone shares your agenda. It’s a contentious field. How far will you go for the truth? Good luck, and remember:

Trust no one.

Sighting & Photo by Paul Villa, New Mexico, 1964, National Archives #303938034

UFO*logy is a competitive card game in which you take on the role of a UFO investigator responding to eye-witness encounters with the unknown. Gather the best evidence (represented by cards) to build a complete Case File. When the game ends, the investigator with the highest-value Case File wins.

Proof of the strange is ephemeral and illusive. 

It must be documented by Archiving it to your Case File. A Case File is complete when it contains one of each Encounter type. There are five types in total, based on the type of encounter, and each with their own broad characteristics:

Close Encounters of the 1st Kind (CE1): Objects or craft sighted. CE1s defy physics, multiplying and disappearing in the blink of an eye. CE1 cards increase in value as they are Archived. (Base Value = 1)

Prototype Only; Final Card May Differ

Close Encounters of the 2nd Kind (CE2): Evidence of interaction with the object or craft. Breadcrumbs that lead to greater discoveries. CE2 card effects can only be resolved by Discarding them. (Base Value = 2)

Close Encounters of the 3rd Kind (CE3): Entities witnessed in or near the craft. These beings pull the strings, but for what purpose? CE3 cards are unique and each convey a distinct ability when Archived. (Base Value = 3)

Close Encounters of the 4th Kind (CE4): Physical interaction with an entity. Sometimes involuntary, these liaisons leave experiencers transformed. CE4 cards remain Active once Played to confer ongoing effects and may be Trashed to activate secondary effects. (Base Value = 4)

Close Encounters of the 5th Kind (CE5): Direct communication with the intelligence behind the phenomenon. The Truth, or a glimpse of it, for those who can put the pieces together. CE5 cards are agendas that, when completed, double their point value and end the game. Players start with a randomly-chosen CE5. It can be Archived at any time to complete a Case File, but doing so reveals your agenda to all other players! (Base Value = 5)

Special Cards

There are two more card types distinct from CE cards. Neither are required to complete a Case File:

Mirage: Roadblocks and dead-ends, not all of them innocent. Mirage cards are powerful debuffs that can be Archived to derail an opponent's Case, but which also negatively affect your final score. Playing dirty has consequences. (Value = -1 to -5)

High Strangeness: The mystery reacts to inquiry. Is it mindless, or is there deeper meaning to the noise? The ever-changing face of the unknown takes different forms depending on which Action you take. (Value = ?)

Rules

Begin by finding the 6 CE5 cards and shuffling them into their own deck. Each player draws a random CE5. It starts in their Case File, placed face down, and is not revealed or considered “in play” until the Archive action is taken. Any leftover CE5s are set aside for the remainder of the game.

Remember: The CE5 MUST be Archived for its conditions to be met.

Shuffle the rest of the cards into a deck, place it in the middle of the play space, and deal 5 cards to each player.

The player who last saw something strange in the sky goes first. Play continues to their left.

Film from Project Blue Book, National Archives #100311011

Turn Order

On your turn, you will:

  • Draw up to your hand size +1
  • Take 1 Action (Optional):
    • Play 1 card on the table. It is considered Active until Trashed. Any Play effects listed are resolved.
    • Archive 1 card from your hand by adding it to your Case File. It is revealed to the table and its value is added to your final score. If the card has any Archive effects listed, those are resolved now.
    • Swap 1 card out of your Case File with a card of the same type from your hand. (E.g., CE1 for a CE1, CE4 for a CE4, etc.)
    • Trash 1 of your Active cards by removing it from the table and adding it to the discard pile. If it has any Trash effects listed, those are resolved now.
  • Discard 1 OR down to your hand size. If any Discard effects are activated, resolve them in the order that the cards were discarded.

A Round ends after the last player in the turn order has completed their turn. All players must then review their Case Files and the deck status. If a CE5 has been completed or the deck is empty, move on to the game end phase.

Game End

Starting with the first player, each player reviews the findings of their Case File:

  • FIRST, In turn order, all players with an incomplete Case File (missing 1 or more CE types) may resolve the effects of ANY of their Archived CE cards in ANY sequence. To do this, simply follow the effects listed on the card as if you have taken the corresponding action.
  • THEN, All players tally the total value of their Case File. Any active buffs or debuffs still in play on the table are applied to their final score.

The player with the highest final score wins!

Sighting & Photo by Kevin Russell, Calvine, Scotland, 1990

Images (11 · BoardGameGeek)

▶ Vidéos (0)

Pas encore de vidéo pour ce jeu.

Commentaires (0)

Connecte-toi pour commenter ou répondre.

Pas encore de commentaire. Lance la discussion.

Soutiens nous Ajouter un jeu

Aller sur la boutique ?

Ce lien est affilié. Si tu commandes après ce clic, la boutique peut verser une commission à MyNextPledge. Le prix pour toi ne change pas.

Tu quittes MyNextPledge pour le site du marchand (stocks, prix et conditions de vente relèvent uniquement de la boutique).

Continuer vers la boutique