How to Play

Mind MGMT: The Psychic Espionage “Game.”

1-5 players 60-60 min 7.8 Board Game Geek Rating

In this hidden movement game, one player secretly controls the corrupt Mind MGMT organization, moving invisibly across a city to recruit psychic agents at specific locations. Other players are rogue agents tracking Mind MGMT through deductive questioning and note-taking. Mind MGMT wins by gathering twelve recruits or surviving sixteen turns; rogues win by successfully locating and capturing the recruiter.

Published 2021

Mind MGMT: The Psychic Espionage “Game.”

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Select the Recruiter
One player volunteers or is randomly selected to play as the MIND MGMT Recruiter; all other players are Rogue Agents
2
Place the game board
Position face-up on the table with the Recruiter's side closest to the Recruiter player
3
Place Mayhem tokens (Full Game)
Add 5 Mayhem tokens between any 2 locations; no token may touch another token; Recruiter places first, then clockwise until all placed
4
Position Time Token
Place next to "01:00-05:00" on the Time Track
5
Arrange Action cards
Place Rogue Agent Action cards under appropriate labels on their side; do same for Recruiter Action cards
6
Prepare supply tokens
Place Mental Note tokens, STEP tokens, and Recruit tokens off to the side
7
Cover time spaces (Training Mission)
Use 1 Recruit token to cover "15:00" and "16:00" spaces on Time Track
8
Confirm Recruit supply
Training Mission uses 9 Recruits; Full Game uses 12 Recruits
9
Take hidden components
Recruiter takes Secret Map, Mental Screen, and 1 dry-erase marker; place Secret Map behind screen matching board orientation
10
Mark Mayhem locations
Before choosing starting location, mark all Mayhem token positions on Secret Map
11
Take MIND SLIP token
Place 1 MIND SLIP token in front of Mental Screen visible to Rogue Agents
12
Select Recruiter card
Choose or randomly draw 1 Recruiter card, secretly view it, place behind screen; return unselected card to box
13
Choose starting location
Write "1" on any location on Secret Map (avoid outside edges)
14
Reveal starting location (Training Mission)
Place Confirmed (green) Mental Note with "1" on matching board location
15
Hide starting location (Full Game)
Do not reveal starting location to Rogue Agents
16
Draw Feature cards
Shuffle Feature deck, draw 3 cards, place face-up behind screen; circle every matching Feature on Secret Map
17
Perform initial STEPs
Take 4 STEP actions, marking locations as "2," "3," "4," and "5" on Secret Map; cannot revisit locations or pass through Mayhem
18
Collect starting Recruits
Count circled Features on locations 1-5; place that many Recruit tokens next to "01:00-05:00" space
19
Place Immortals (Full Game)
Place 4 Immortal figures on different locations, not on outside edges
20
Take shared marker
Rogue Agents share 1 dry-erase marker
21
Distribute Agent cards
2-player: 1 agent controls all 4; 3-player: each controls 2; 4-player: each controls 1, 4th shared; 5-player: each controls 1
22
Orient Agent cards
Training Mission: ability side down; Full Game: ability side face-up
23
Place Agent figures
Position matching figures in any locations on outside edge of game board
24
Display Potential Recruiter cards
Place both under POTENTIAL label so Agents know possible Recruiter abilities
25
Place Ally card
Place available Ally cards face-up under ALLIES label
26
Position 2nd MIND SLIP (Full Game)
Choose location orthogonally or diagonally adjacent to a Temple; place Recruiter's 2nd MIND SLIP token there
27
Recruiter draws Immortal cards (Full Game)
Draw 2 additional Feature cards, place face-up under IMMORTAL RECRUITING label

On Your Turn

What you can do during your turn.

1
Follow turn order
1st: Recruiter takes action and advances Time; 2nd: Rogue Agents activate 2 Agents; 3rd: Recruiter takes action, advances Time, resolves Alert; 4th: Rogue Agents activate remaining 2 Agents; 5th: Stand all Agent figures and begin next round
2
Take 1 action
Perform either STEP or MIND SLIP action
3
Advance Time Token
Move token one space forward on Time Track
4
Take 1 action
Perform either STEP or MIND SLIP action
5
Move 1 Immortal
Move any Immortal orthogonally or diagonally to adjacent location
6
Optional extra Immortal move
Place 1 STEP token on previously visited location to move an Immortal again
7
Draw Immortal Feature cards
Refill to 2 Feature cards under IMMORTAL RECRUITING
8
Advance Time Token
Move token forward; on Alert icons, reveal Recruit count for round
9
STEP action
Move to orthogonally adjacent location on Secret Map; write next number; cannot revisit locations or move through Mayhem
10
MIND SLIP action
Discard MIND SLIP token to use special movement on Recruiter card; jump over intervening locations; place token on Time Track to show when used
11
Contact Recruits
When visiting location with circled Feature matching your 3 cards, automatically contact 1 Recruit per matching Feature
12
Block Agent actions
Immortal presence prevents Agents from using ASK, REVEAL, or CAPTURE at that location
13
Move Immortals
Move orthogonally or diagonally adjacent; may move to Agent locations; cannot move through Mayhem or to other Immortal locations
14
Immortal Recruiting
When 2 Immortals occupy different locations with same Feature shown on IMMORTAL RECRUITING cards, immediately reveal and place 1 Recruit; discard that Feature card
15
Activate 2 Agents per turn
Choose any 2 Agents not yet activated this round
16
Move up to 2 spaces
Each move must be orthogonally adjacent; may change direction; cannot move through Mayhem (Full Game)
17
Take 1 action
Choose from ASK, REVEAL, CAPTURE, or SHAKEDOWN (Full Game)
18
Use free action ability (Full Game)
If Agent has free action, use before or after move/action
19
Use Ally card (Full Game)
Optionally discard Ally card for its one-time effect
20
Knock figure over
After activation, tip Agent figure to show they cannot act again this round
21
ASK action
Choose Feature at your location; ask if Recruiter visited any location with that Feature; Recruiter must place STEP token on one such location if possible
22
REVEAL action
At location with STEP token, discard token to learn exact Time Recruiter visited; Recruiter places Confirmed Mental Note with Time number
23
CAPTURE action
Attempt to capture Recruiter at your location; if Recruiter is there, it's a HIT and Agents win; otherwise it's a MISS
24
SHAKEDOWN action (Full Game)
At Immortal location, guess any Feature to check against Recruiter's 3 cards; if correct, Recruiter reveals that card and cannot use it for future Recruits; may push Immortal 1 space orthogonally
25
Place Unconfirmed Notes
Rogue Agents may place, move, or remove white-side Mental Notes anywhere to track suspicions
26
Place Confirmed Notes
Recruiter places green-side Mental Notes when revealing exact Times through REVEAL action; cannot be changed or removed

Winning

How to claim victory.

1
Contact required Recruits (Training Mission)
Reveal 9th Recruit token to win immediately
2
Contact required Recruits (Full Game)
Reveal 12th Recruit token to win immediately
3
Run out the clock (Training Mission)
If Time Token reaches 14:00 without capture, Recruiter wins
4
Run out the clock (Full Game)
If Time Token reaches 16:00 without capture, Recruiter wins
5
Note on timing
Rogue Agents do not get a turn after Time Token reaches final space
6
Capture the Recruiter
Successfully perform CAPTURE action while in same location as Recruiter; Recruiter declares HIT and Agents win immediately
7
Box in the Recruiter
If Recruiter becomes completely surrounded by visited locations with no legal moves, Rogue Agents win immediately
8
Open SHIFT package
Losing side opens their next numbered SHIFT package (1-7) for new abilities
9
Choose Modules
Before next game, losing side chooses any number of their opened Modules; winning side chooses fewer based on win streak (1 fewer for 1 win, 2 fewer for 2 wins, 3 fewer for 3+ wins)
10
Track campaigns
Record wins/losses on rulebook back page for multiple game groups

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