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 be capturing Mind MGMT, which they do when they believe they’re on the same block as Mind MGMT.