Prepare For Psychic Spying In Off The Page’s Mind MGMT
January 17, 2020 by brennon
Off The Page Games have a rather fun looking new deduction and secret agent game coming to Kickstarter in March of this year. Here we have Mind MGMT: The Psychic Espionage "Game". Prepare for mind-bending oddities!
The cover should give you some indicators as to the tone and idea of the game. I love the little bit to the side which reads Informed Consent: Unlikely. Here is the background to the game you'll be diving into...
"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."
During the game, one player will take on the role of the now nefarious Mind MGMT whilst the others will play as the rogue agents who are trying to stop them before it is too late.
"All other players control the rogue agents who must try to stop Mind MGMT before it's too late! When they move onto a block, they can ask the Mind MGMT player whether they have ever been on a block that contains one of the features shown on the block where the rogue agent is currently located. If the Mind MGMT player has been on one, they place a step token on that block on the board.
If a rogue agent lands on a block with a step token, they can use their action to reveal it, and the Mind MGMT player then indicates during which of their turns they were on that block. Rogue agents can use "mental notes" to track all the information they're given. Even when Mind MGMT answers no to a question, that means that they've never been on a block with that feature (and there are always five blocks with each feature)."
The Mind MGMT player will win by collecting thirteen recruits or surviving for fifteen turns. The rogue agents can win by capturing Mind MGMT if they can guess that they are right on their tail!
I really like the ideas behind the game and the aesthetic that they have gone for. There is a certain art style here which leads me to think of 60s and 70s spy adventures but with a little bit of a twist. I think those fans of games like Whitechapel and Fury Of Dracula will find this to be a fascinating deep dive into the psyche of the other players at the table!
Will you be checking out this game?
"...will find this to be a fascinating deep dive into the psyche of the other players at the table!"
Supported by (Turn Off)
Supported by (Turn Off)
Supported by (Turn Off)
The man from uncle V the supernatural? sounds good.