How do you play Mind MGMT: The Psychic Espionage “Game.”?
The Recruiter's objective is to recruit 12 new Immortals or to evade the Rebels until the end of the 16th round. Recruiting Immortals involves revealing specific cards that match the current board state. The Rebels, on the other hand, aim to either capture the Recruiter by moving one of their agents onto the Recruiter's current hidden location or by successfully revealing 4 of the Recruiter's secret symbols. These symbols are tied to the Recruiter's movement history and are revealed through specific Rebel actions.
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01
Setup
Place 12 Recruit tokens on the Recruitment Track, remove the two tokens from the 10th and 11th spaces, and place the 4 Immortal tokens on the board's edge. The Recruiter places 5 Disorder tokens on the board's edges, ensuring no two are adjacent, and marks these on their secret map. The Recruiter then secretly marks their starting position on their map. The Rebels place their 4 Immortals on any 4 different non-border spaces. The Recruiter reveals 2 Immortal Recruitment cards, and the Rebels reveal their 4 Rebel Agent cards.
The game setup for the advanced version of Mind MGMT involves several steps. First, the Recruiter places 12 Recruit tokens on the Recruitment Track, removing the tokens from the 10th and 11th spaces. The 4 Immortal tokens are placed on the board's edge. The Recruiter then places 5 Disorder tokens on the board's edges, ensuring that no two tokens are adjacent (neither orthogonally nor diagonally), and marks these locations on their secret map. The Recruiter secretly marks their starting position on their map. The Rebels place their 4 Immortals on any 4 different non-border spaces on the main board. The Recruiter reveals 2 Immortal Recruitment cards, and the Rebels reveal their 4 Rebel Agent cards, each with a unique special action. This setup introduces new elements like Disorder tokens and Immortal agents, adding complexity to movement and strategy.
Objective
The Recruiter's objective is to recruit 12 new Immortals or to evade the Rebels until the end of the 16th round. Recruiting Immortals involves revealing specific cards that match the current board state. The Rebels, on the other hand, aim to either capture the Recruiter by moving one of their agents onto the Recruiter's current hidden location or by successfully revealing 4 of the Recruiter's secret symbols. These symbols are tied to the Recruiter's movement history and are revealed through specific Rebel actions.
On your turn
During the Recruiter's turn, they perform two mandatory actions in any order: move their Recruiter token up to 4 spaces, avoiding Disorder tokens, and move one Immortal token one space, also avoiding Disorder tokens. The Recruiter's starting position is not revealed. Rebels activate two of their agents. Each activated agent can move up to 4 spaces, avoiding Disorder tokens, and then perform one action. Available actions for Rebels include Question (to reveal information about the Recruiter's movement), Capture (to attempt to capture the Recruiter), Intimidate (to move an Immortal agent), or a free action specific to certain Rebel agents. The presence of Disorder tokens restricts movement for both the Recruiter and Rebel agents.
Scoring
The Recruiter scores by successfully recruiting Immortals. Each time the Recruiter reveals an Immortal Recruitment card, they gain a Recruit token. The game ends if the Recruiter collects 12 Recruit tokens. The Rebels score by revealing the Recruiter's secret symbols. Each time a Rebel agent successfully reveals one of the Recruiter's secret symbols, the Rebels gain a victory point. The game ends if the Rebels collect 4 victory points.
Game end
The game concludes when one of the following conditions is met: the Recruiter successfully recruits 12 Immortals, the Recruiter evades capture until the end of the 16th round, the Rebels successfully capture the Recruiter, or the Rebels reveal 4 of the Recruiter's secret symbols. After each game, the losing side gets to open a 'Shift' module, which introduces new components and rules, altering gameplay for subsequent matches. This creates a campaign-like experience where the game evolves over multiple plays.
Tips
For the Recruiter, strategically placing Disorder tokens can significantly hinder Rebel movement. Utilizing the optional Footprint token placement to gain an additional Immortal movement can be crucial for recruiting. For Rebels, coordinating agent movements to corner the Recruiter or to target specific characteristics for questioning is key. The Intimidate action can be used to disrupt the Recruiter's Immortal recruitment efforts. Remember that 'Shift' modules are not legacy components; they can be added or removed as desired, allowing for a customizable campaign experience. Pay close attention to the revealed Immortal Recruitment cards and the Recruiter's movement patterns to deduce their hidden location and characteristics.
🔬 game anatomy
Complexity2.9 / 5
BGG rating7.8 / 10
Vibe
Co-opCouples
Language dependence
Some text — easily memorized
🌐 plays without English
Play time
60 min
Players
1–5
Recommended age
13+ yrs
BGG rank
#323
✨ from Trișache · verified
Frequently asked questions
Q1What is the goal of the game?
The Recruiter's objective is to recruit 12 new Immortals or to evade the Rebels until the end of the 16th round. Recruiting Immortals involves revealing specific cards that match the current board state. The Rebels, on the other hand, aim to either capture the Recruiter by moving one of their agents onto the Recruiter's current hidden location or by successfully revealing 4 of the Recruiter's secret symbols. These symbols are tied to the Recruiter's movement history and are revealed through specific Rebel actions.
Q2How do you set up the game?
The game setup for the advanced version of Mind MGMT involves several steps. First, the Recruiter places 12 Recruit tokens on the Recruitment Track, removing the tokens from the 10th and 11th spaces. The 4 Immortal tokens are placed on the board's edge. The Recruiter then places 5 Disorder tokens on the board's edges, ensuring that no two tokens are adjacent (neither orthogonally nor diagonally), and marks these locations on their secret map. The Recruiter secretly marks their starting position on their map. The Rebels place their 4 Immortals on any 4 different non-border spaces on the main board. The Recruiter reveals 2 Immortal Recruitment cards, and the Rebels reveal their 4 Rebel Agent cards, each with a unique special action. This setup introduces new elements like Disorder tokens and Immortal agents, adding complexity to movement and strategy.
Q3How does a turn work?
During the Recruiter's turn, they perform two mandatory actions in any order: move their Recruiter token up to 4 spaces, avoiding Disorder tokens, and move one Immortal token one space, also avoiding Disorder tokens. The Recruiter's starting position is not revealed. Rebels activate two of their agents. Each activated agent can move up to 4 spaces, avoiding Disorder tokens, and then perform one action. Available actions for Rebels include Question (to reveal information about the Recruiter's movement), Capture (to attempt to capture the Recruiter), Intimidate (to move an Immortal agent), or a free action specific to certain Rebel agents. The presence of Disorder tokens restricts movement for both the Recruiter and Rebel agents.
Q4How is scoring calculated?
The Recruiter scores by successfully recruiting Immortals. Each time the Recruiter reveals an Immortal Recruitment card, they gain a Recruit token. The game ends if the Recruiter collects 12 Recruit tokens. The Rebels score by revealing the Recruiter's secret symbols. Each time a Rebel agent successfully reveals one of the Recruiter's secret symbols, the Rebels gain a victory point. The game ends if the Rebels collect 4 victory points.
Q5When and how does the game end?
The game concludes when one of the following conditions is met: the Recruiter successfully recruits 12 Immortals, the Recruiter evades capture until the end of the 16th round, the Rebels successfully capture the Recruiter, or the Rebels reveal 4 of the Recruiter's secret symbols. After each game, the losing side gets to open a 'Shift' module, which introduces new components and rules, altering gameplay for subsequent matches. This creates a campaign-like experience where the game evolves over multiple plays.
Q6What tips are there for beginners?
For the Recruiter, strategically placing Disorder tokens can significantly hinder Rebel movement. Utilizing the optional Footprint token placement to gain an additional Immortal movement can be crucial for recruiting. For Rebels, coordinating agent movements to corner the Recruiter or to target specific characteristics for questioning is key. The Intimidate action can be used to disrupt the Recruiter's Immortal recruitment efforts. Remember that 'Shift' modules are not legacy components; they can be added or removed as desired, allowing for a customizable campaign experience. Pay close attention to the revealed Immortal Recruitment cards and the Recruiter's movement patterns to deduce their hidden location and characteristics.
Q7How much does Mind MGMT: The Psychic Espionage “Game.” cost?
Mind MGMT: The Psychic Espionage “Game.” costs between 299 and 599 RON across Romanian stores.
Q8Where can I buy Mind MGMT: The Psychic Espionage “Game.” cheapest?
The lowest price for Mind MGMT: The Psychic Espionage “Game.” right now is 299 RON at Dragon Games. The Prices tab lists every store currently tracking it.
Q9How do you play Mind MGMT: The Psychic Espionage “Game.”?
Mind MGMT: The Psychic Espionage “Game.” is a comic book / strip game, for 1–5 players, taking ~60 minutes, featuring cooperative game. Check the Rules tab for setup, gameplay, and scoring, or ask Trișache anything about Mind MGMT: The Psychic Espionage “Game.” — our AI assistant built by howtoplay.ro and trained specifically on board game rulebooks.
Q10How many players does Mind MGMT: The Psychic Espionage “Game.” support?
Mind MGMT: The Psychic Espionage “Game.” is played by 1–5 players.
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Mind MGMT: The Psychic Espionage , œGame., (Limba Engleza)