Mind MGMT
心灵特工
One player secretly roams the city recruiting psychics. Everyone else works together to track them down.
- 1–5 players
- about 60 min
- Some thinking
- Deduction
- Strategy
- Mystery & spies
The goal
The Recruiter wins by revealing 12 recruits or lasting until 16:00 on the time track. The Rogue Agents win by capturing the Recruiter first.
How it plays
- 1The Recruiter secretly draws 3 Feature cards and circles every matching Feature on their Secret Map. Each location has 2 Features, and visiting a circled one contacts a recruit.
- 2Recruiter’s turn: step one space orthogonally on the Secret Map, write the next number there, and advance the time. You can never revisit a location. When time lands on a red Alert space, announce how many recruits you contacted this round.
- 3Each round the Recruiter takes two turns, and after each one the Rogue Agents activate 2 of their 4 Agents. Each Agent may move up to 2 spaces and take 1 action.
- 4Ask: name a Feature at your location, and if the Recruiter has visited one, they mark one such place with a STEP token. Reveal: on a STEP token, ask what time they were there. Capture: guess they’re standing on your space right now.
How you win
A successful capture wins for the Agents at once. The Recruiter wins on revealing a 12th recruit or when time reaches 16:00. If the Recruiter is boxed in with no legal step, the Agents win.
First time?
- Play the Training Mission from the rulebook first: 9 recruits or 14:00, and fewer rules.
- Agents, spread out and ask about different Features. More STEP tokens means more to work with.
- As the Recruiter, don’t only chase recruits. Running out the clock wins too.