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MIND MGMT (Kickstarter – Deluxe Game Pledge+ Secret Missions)
45m - 75m
1 - 5 Players
Ages 13+
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Deduction
Fantasy
Spies/Secret Agents
95.00
€
30 day low:
Out of stock
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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benhur79
Every game is tense and exciting! Great art and great gameplay! When I look for a mind puzzle, this is the challenge I want.
Andy Parsons
Mind MGMT takes its inspiration from a comic book series by Matt Kindt. It makes effective use of his artwork to create a surreal, dreamlike setting in which Faraday Mind-Trees sway, a Black Ops Dolphin will be your ally, and a pipe-smoking girl may get you out of a tight spot. This, you feel, really is a place where psychic espionage could be afoot. I like that the rulebook doesn't dedicate much verbiage to explaining this world or the two factions that are the game's protagonists. This adds to a sense of dislocation and uncertainty. Further clues about who's who and what's what are scattered in snippets of text on game components. Strip away the enticing surface gloss and what we have here is a fairly conventional hidden movement game, in which four rogue agents hunt a single Recruiter. Like Jack the Ripper in Letters from Whitechapel, the Recruiter needs to visit certain locations to do their business. The rogue agents glean information about places the recruiter has been and when they visited. Gradually, they figure out the path the Recruiter has taken and can deduce where he/she might be heading for. As with Jack and his carriages, the Recruiter can make one or two mind slip moves in an effort to throw the rogue agents off the scent. Two things set MIND MGMT apart. The first is the presence of four "Immortals" on the Recruiter's side. They're there to assist in recruiting new agents and to impede the rogue agents, yet they can also leak information at an alarming rate. Cards showing the features on the board that they need to visit are face up, and each time that recruitment takes place a fresh feature is revealed. The rogue agents know that all these features are not the ones the Recruiter wants to visit. Immortals can also be shaken down to reveal whether a feature is one of three that the Recruiter does hold. Though do that too successfully and you'll find the recruiter abandons recruiting and predictable moves. The second element is the fourteen little packs of things helpful to one side or the other that can be added in to rebalance the game over a series of plays. A genius idea. Production quality is very good. The rules have come in for some criticism, mainly due to their messy formatting, but I haven't had a problem with them.
allfunandgames
Wow - what an adrenaline rush! Recommend playing the training mission on the app (using an iPad, preferably). Then jump into the full game vs the app. You will then be ready to play with a ‘live’ human as the recruiter. We played three consecutive times, and are looking forward to playing again using the SHIFT packages to enhance the experience.