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( You save: $15.87)
Number of Players | 1-5 |
Playtime | 45-75 Min |
Suggested Ages | 13+ |
Designer(s) | Jay Cormier, Sen-Foong Lim |
Publisher | Off the Page Games |
Working from the shadows, Mind MGMT once used its psychically-powered agents to end global crises. However, absolute power corrupts absolutely, and Mind MGMT is now rotting from within. To tighten its iron grip on the world stage, Mind MGMT sends covert operatives around the world to recruit other psychically-attuned individuals to their side. How can this enigmatic organization, hell bent on global domination, be stopped?
Thankfully, a few renegade agents have figured out that Mind MGMT has been compromised and have defected, turning their backs on their syndicate. They now use their own psychic abilities to keep Mind MGMT from achieving its nefarious goals.
In Mind MGMT: The Psychic Espionage "Game.", one player will control Mind MGMT and must scour the city for new recruits. They move around on a secret map, attempting to visit locations that match one of their three randomly drawn feature cards. They may also use their four Immortals to protect locations from being exposed.
All the other players control the rogue agents who must try to stop Mind MGMT before it's too late! They ask questions to the Recruiter and deduce their whereabouts from the answers they get. Rogue agents can use dry-erase "mental notes" to keep track of all the information they're given.
Mind MGMT wins by either collecting twelve recruits or lasting sixteen turns. The rogue agents can win only be capturing Mind MGMT, which they do when they think they're on the same block as Mind MGMT.
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