Mind MGMT: The Psychic Espionage "Game." (Deluxe Edition)
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Description
Description
Designers |
Jay Cormier Sen-Foong Lim |
Publisher | Off the Page Games |
Players | 2-5 |
Playing Time | 45-75 mins |
Suggested Age | 13 and up |
Working from the shadows, Mind MGMT once used its psychically-powered agents to put a stop to global crises. However, absolute power corrupts absolutely, and Mind MGMT is now rotting from the inside. To tighten its iron grip on the world stage, Mind MGMT deploys 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 defeated?
Thankfully, a few renegade agents have figured out that Mind MGMT has been compromised and have defected, turning their backs on the syndicate. They now use their own psychic abilities to prevent Mind MGMT from achieving its nefarious goals.
In Mind MGMT: The Psychic Espionage "Game.", one player controls Mind MGMT and must scour the city for new recruits. They move around on a secret board, trying to visit locations that match one of their three randomly drawn recruitment cards. They can also use their four Immortals to protect locations from being exposed.
All other players control the rogue agents who must try to stop Mind MGMT before it's too late! When they move onto a block, they can ask the Mind MGMT player whether they have ever been on a block that contains one of the features shown on the block where the rogue agent is currently located. If the Mind MGMT player has been on one, they place a step token on that block on the board. If a rogue agent lands on a block with a step token, they can use their action to reveal it, and the Mind MGMT player then indicates during which of their turns they were on that block. Rogue agents can use "mental notes" to track all the information they're given. Even when Mind MGMT answers no to a question, that means that they've never been on a block with that feature (and there are always five blocks with each feature).
Mind MGMT wins by either collecting thirteen recruits or surviving fifteen turns. The rogue agents can win only be capturing Mind MGMT, which they do when they believe they're on the same block as Mind MGMT.
—description from the publisher