Escape from the Facility where Agents are keeping you and set out for the last safe place you remember. You'll be on the run, using your psychic powers to stay ahead of the Agents, with only your vague memories to guide you. At least you have each other. Players must guess the next card on deck of playing cards to activate their Kids' powers. The closer the match, the more power you have, but the more likely you are to be spotted. It’s the 1990s, so a group of kids on their own might just be able to make it to some kind of safety