MIND MGMT: The Psychic Espionage “Game” is designed by award-winning designers, Sen-Foong Lim and Jay Cormier (Belfort, Akrotiri, Junk Art, Scooby Doo Escape from the Haunted Mansion and more) and features all-new art by award-winning illustrator and NY Times best selling author, Matt Kindt.
One player plays as the Recruiter for MIND MGMT.
They plot out their moves on a Secret Map behind their Mental Screen ensuring that they never step onto the same location twice. The Recruiter is motivated to move to locations that contain a feature matching one of the three Feature cards they drew during setup.
The rest of the players are the rogue agents.
On the agent’s turn, they can move up to 2 spaces.
Agents can also perform any one of these actions: ASK, REVEAL, SHAKEDOWN, or CAPTURE.
Choose 1 of the 2 features on the location the agent is on and ask the Recruiter if they’ve ever been on a location with that feature.
If the Recruiter has been on any of the locations with that feature, then a STEP token is placed on that specific location.
If the Recruiter has never been on a location with that feature, that’s OK because then the agents get to use their Mental Note tokens. They write on these dry erase tokens information that will remind them that the Recruiter has never been on these locations from turns 1 to 6, for example.
If an agent is on a location with a STEP token, they can take the reveal action to have the Recruiter tell everyone the exact time that they were on that location, which can be written onto a Mental Note token. As you can see, the agents start to see a path emerging about where the Recruiter has and hasn’t been.
Agents can shakedown immortals by moving onto their location. The Shakedown allows agents to guess (using some clever deduction) one of the Recruiter’s secret Feature cards. If they guess correctly, that Feature card is revealed and the Recruiter cannot recruit from those features any more. They also get to push the Immortal 1 location away.
If an agent thinks they are on the same location as the Recruiter, they can take the capture action and if the Recruiter is there, then the agents win! The Recruiter wins by collecting 12 recruits to their cause, or by running out the clock and evading capture for 16 rounds.
This game comes with 10 sealed packages. Whoever loses in this ONE vs. MANY game gets to open one of the sealed packages. Inside will be new components, new abilities, and new rules that will help that side in future games. In addition, each package will come with a brand new 8-page mini comic, written and illustrated by Matt Kindt himself. Each comic will provide a story and context to what’s inside that package.
The great news is that none of the content in this game is ever destroyed or permanently changed so you can either play through a campaign with one player always being the Recruiter, or you can mix it up and play a game with any number of the opened packages if someone else wants to be the Recruiter. The back of the rule book will allow you to track multiple campaigns at a time.