Mind MGMT: The Psychic Espionage “Game.”

2021 · Deductie

Mind MGMT: The Psychic Espionage “Game.”

A corrupt psychic espionage agency sends covert operatives around the city to recruit psychically attuned civilians for its global agenda. One player secretly moves a recruiter on a hidden board, trying to visit locations that match drawn feature cards and using four Immortals to shield sites from discovery. Other players act as renegade agents who ask constrained questions of the recruiter, gather answers, and record deductions on erasable mental notes to infer the recruiter’s location. The agency wins by collecting a quota of recruits or outlasting a set number of turns; the renegades win by locating and capturing the recruiter on the correct city block.

Spelers
1–5 best met 3
Speeltijd
60 min
Leeftijd
13+
Complexiteit
2,9 / 5
8,3 op Ludoyavanaf € 52,36Stripboek / StripSpionnen / geheimagentenCoöperatief spelTeamgebaseerd spelPunt-naar-puntbeweging

Waar te koop

Winkelprijzen en tweedehands exemplaren, elke dag gecontroleerd.

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Laagste prijs, afgelopen 12 maanden€ 35,85 – € 79,99

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Alle statistieken in Ludoya
240
Vastgelegde speelsessies
206
Spelers
50m 57s
Gemiddeld potje
124
In collecties
34
Op verlanglijsten
2
Voorbesteld

8,3/10

uit 26 Ludoya-recensies

  • Plezier10,0
  • Interactie10,0
  • Herspeelbaarheid10,0
  • Originaliteit10,0
  • Uiterlijk10,0
  • Toegankelijkheid10,0
  • Matthew Cowell9,0

    For me this is the holy grail hidden movement game. It plays so quickly and I love the shift system which unlocks more options as you play. What a fantastic game and we ordered the graphic novels after playing the game because we loved the game so much. The game and graphic no els are top notch.

  • Gab Pes10,0

    Bristol

Lees de recensies en beoordeel het

Regelvragen

Beantwoord vanuit het spelregelboek door de regelassistent van Ludoya.

Can the Recruiter move onto a space with an Agent without revealing themselves?

Yes — the Recruiter may move to a location occupied by an Agent and does not have to reveal that they were there (see STEP action rules, p. 4).

When I use a MIND SLIP, do I mark the spaces I jump over or contact Recruits there?

No — when you MIND SLIP you write only the next number on your new location, you do not mark intervening spaces, and you may not contact Recruits in locations you jumped over (p. 5).

If an Agent asks about a Feature and the Recruiter has been to multiple matching locations, do they have to reveal them all?

No — the Recruiter must reveal exactly one matching visited location by placing a STEP token (preferably one without an existing STEP or Confirmed Mental Note) and does not have to disclose other matches (p. 7).

When does the Recruiter place Recruit meeples after visiting circled Features — immediately or later?

The Recruiter contacts Recruits automatically when visiting circled Features, but the number of contacted Recruits is only revealed and placed as meeples when the Time Token reaches an Alert space (see Contacting Recruits, p. 4, and Advance Time Token, p. 6).

Can Agents ASK, REVEAL, or CAPTURE in a location occupied by an Immortal?

No — an Immortal in a location prevents Agents there from using ASK, REVEAL, or CAPTURE, and Agents may not ASK about Features in locations occupied by any Immortal (pp. 5, 7–8).

If the Recruiter visits the 2nd MIND SLIP token on the board, do they have to tell the Rogue Agents they picked it up?

No — the Recruiter may visit and retrieve the 2nd MIND SLIP without telling the Rogue Agents and only needs to reveal it if and when they actually discard it to perform a MIND SLIP (p. 5).

Opent de regelassistent van Ludoya, die het spelregelboek van dit spel leest.

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