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Off the Page Games  |  SKU: OTPG001 OTPGMM003
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Mind MGMT: The Psychic Espionage "Game." (Standard Edition)

$61.95 CAD
Shipping calculated at checkout.

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Game details

  • Jay Cormier, Sen-Foong Lim Designer
  • 1–5 PlayersBest: 2, 3Solo OK
  • 60 min Play time
  • 13 and up Age
  • ★ 7.8/ 10 BGG rating
  • #331 BGG rank
Complexity Medium · 2.9 / 5

Awards & honors

  • 2021 Board Game Quest Awards Best Game from a Small Publisher Nominee
  • 2021 Board Game Quest Awards Most Innovative Game Nominee
View all honors (7)
  • 2021 Board Game Quest Awards Best Game from a Small Publisher Nominee
  • 2021 Board Game Quest Awards Most Innovative Game Nominee
  • 2021 Board Game Quest Awards Most Innovative Game Winner
  • 2021 Golden Geek Best Board Game Artwork & Presentation Nominee
  • 2021 Golden Geek Best Thematic Board Game Nominee
  • 2021 Golden Geek Medium Game of the Year Nominee
  • 2021 Golden Geek Most Innovative Board Game Nominee
Game data from BoardGameGeek (opens in a new tab)

 

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

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