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Off the Page Games will focus on fun and innovative games that are based on comic books. We’re specifically focused on creator-owned comic books as there are so many amazing stories out there that would make equally amazing board games.

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Mind MGMT

Working from the shadows, Mind MGMT once used their 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 their 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 their nefarious goals.

In this game, one player controls Mind MGMT – they must scour the city for new recruits. They move around on a secret board, trying to visit as many locations that match one their three randomly drawn recruitment 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! When they move onto a block they can ask the Mind MGMT player if they have ever been on a block that contains one of the features matching one on the block the rogue agent is on now. 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 indicates which of their turns they were on that block. Rogue agents can use Mental Notes to keep track of all the information they’re given. Even when the Mind MGMT answers no to a question, that means that they’ve never been on a block with that feature (and there are always 5 blocks with each feature).
Mind MGMT wins by either collecting 12 recruits or making it to 15 turns. The rogue agents can win only be capturing Mind MGMT, which they do when they believe they’re on the same block as Mind MGMT.