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 map, trying to visit locations that match one of their three randomly drawn feature 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! They ask questions to the Recruiter and deduce their whereabouts from the answers they receive. Rogue agents can use dry-erase “mental notes” to track all the information they’re given.
Mind MGMT wins by either collecting twelve recruits or surviving sixteen 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
Solo, 2 Players, 3 Players, 4 Players, 5 Players
45m – 75m
Jay Cormier, Sen-Foong Lim
Hidden Movement, Team-Based Game, Grid Movement, Point to Point Movement, Variable Player Powers
Comic Book / Strip, Deduction, Science Fiction, Spies/Secret Agents, Fantasy
Very fun 2p cat and mouse game. Played around an hour. Very engaging 5p game, but with my gaming groups they tend to over analyze every move. The games have taken 2-3h each time. I Loved it at 2p. But the long playing time at 5p drags the score down to a 9. Very good production quality of the deluxe edition. Love the wooden pieces.
[b]UPDATE 12/22[/b]: played this two-player and, while i think it's probably a stronger experience at a higher player count, wow! is this the best hidden movement game i've ever played? it's somehow both more complex and also leaner as a design than any of the others. by leaner, there's just no faffing about. usually in the first act of hidden movement games, there's a lot of moving around and groping in the dark. in [i]Mind MGMT[/i], it throws both sides immediately into the thick of it. there's also no part where the hunters find the hidden only to be forced back to square one because they're not strong enough or, when found, the hidden is merely gets dinged but doesn't die. not so here. when the Recruiter is found, that's a wrap. well, or is it? how many times [i]have[/i] we done this dance anyway? did i mention this game plays in a little over an hour maybe? also, it's very cool that even when the Rogue Agents miss with an ASK, they still get information. that also feels like a step up from most games in the genre. by more complex, i mean... there's a lot going on. the engagement between hidden and hunters is TAUT. i love that the Recruiter has some tricks up their sleeves with the Immortals and the different Recruiter cards. i don't want to spoil anything but the SHIFT system just ups the tension. i've only opened one for each side so far but the content there is game changing! i have the deluxe edition and it's a really, really marvelous production. it's such an unlazy effort that it should be applauded. i'm going to start this at a 9. i'm trying to be stingy about giving out 10s but i would not be shocked if this made it there. but i bet that's just what this game wants me to do. mind, managed. [b]FIRST IMPRESSION 12/22[/b]: i think i really like this game. i've played two training scenarios and one for real. unfortunately, the Rogue Agents playing against me (the Recruiter) messed something up and went down some logical deadend that sort of sullied any kind of victory i might have claimed. still, i see the good in the design and am really looking forward to another play. i do think it's cut away all the unnecessary parts of other hidden movement games: the beginning where the hidden is just moving to collect its initial gains and then also the part after the hidden is revealed but will be hidden again and the hunters are back to square one! yawn to both of these). the theme is a delightful implementation of the comic. i will write more when we play a game correctly. p: 1 - 5; [b]3/2[/b] > 5
Quick playing hidden movement (1 vs many) game. More interesting deduction because agents can ask where the recruiter has been. The map is also tighter as in other similar games. I like: + Components: mini comic books, standees, player screen (there is also a deluxe edition with better components) + Many variants + Quick playing time + Easy to teach and play Neutrals: # Unusual theme and artwork but quite abstract based on the comic, but confusing for helping to play the game. # Logic puzzle. I do not like: - Rules are hard to learn and the presentation does not help. Related games: * Scotland-Yard * Narcos * Sniper Elite