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Victorian Masterminds
  • Victorian Masterminds
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During the game, players take turns placing one of their five agent tokens - Henchman, Machine, Saboteur, Pilot, Number 2 - face down on one of the five action spaces. As soon as three tokens are on a space, those tokens are flipped and activated, first in first out, with each agent carrying out its individual action in addition to whatever takes place in that space. When an evil mastermind completes their contraption or the Secret Service brings this villainy to a halt, the game ends, and whoever has generated the most victory points wins.