{{ 'fb_in_app_browser_popup.desc' | translate }} {{ 'fb_in_app_browser_popup.copy_link' | translate }}
{{ 'in_app_browser_popup.desc' | translate }}
{{ childProduct.title_translations | translateModel }}
{{ getChildVariationShorthand(childProduct.child_variation) }}
{{ getSelectedItemDetail(selectedChildProduct, item).childProductName }} x {{ selectedChildProduct.quantity || 1 }}
{{ getSelectedItemDetail(selectedChildProduct, item).childVariationName }}
Psychic rogue agents team up to track down the Recruiter in Zanzibar.
1–5 Players
Play Time
60 Min
Suggested Age
Age: 13+
Complexity
Weight: 2.92 / 5
Not enough stock.
Your item was not added to your cart.
Not enough stock.
Please adjust your quantity.
{{'products.quick_cart.out_of_number_hint'| translate}}
{{'product.preorder_limit.hint'| translate}}
Limit {{ product.max_order_quantity }} per order.
Only {{ quantityOfStock }} item(s) left.
In Mind MGMT: The Psychic Espionage "Game.", one player controls Mind MGMT and must scour the city for new recruits. They move around on a secret map, trying to visit locations that match one of their three randomly drawn feature cards. They can also use their four Immortals to protect locations from being exposed.
All other players control the rogue agents who must try to stop Mind MGMT before it's too late! They ask questions to the Recruiter and deduce their whereabouts from the answers they receive. Rogue agents can use dry-erase "mental notes" to track all the information they're given.
Mind MGMT wins by either collecting twelve recruits or surviving sixteen turns. The rogue agents can win only by capturing Mind MGMT, which they do when they believe they're on the same block as Mind MGMT.