Mastermind - Wooden Brain Teaser Game

Mastermind - Wooden Brain Teaser Game
Mastermind - Wooden Brain Teaser Game
Retail Price:$23.95
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Product Information



Approximate Dimensions:

8.5" x 4.0" x 1.75"

Age Group:

10 & Up


Solution or Instructions Available.
Online Solution / Instructions Online Solution / Instructions

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The classic strategy game of logic and deduction that brings together a code maker and a code breaker, here in a gorgeous wooden version. 

Mastermind gives each player the chance to outsmart their opponent. 

Enjoyed for decades, players are continually challenged to make and break codes. It's easy to learn but not easy to win. 

The Goal

As the Codemaker: Your goal is to mastermind a mystery code so cunning that it'll keep your opponent guessing. There are 6 colors you can choose from to create a 5 color code.

As the
Codebreaker: You must break the secret code in the fewest number of guesses. You have up to 6 chances to match your opponent's code (guessing the correct colors in the correct order).

Gameplay and Rules

The game is played using a decoding board, where there are 5 side holes to set up the code, and on the top of the board there are 6 additional rows containing 5 holes each (these holes are called “Code Guess Row” and are to be used by the Codebreaker when trying to guess the 5 colored code – the colored pegs also called “Code Pegs”), and next to each row there is a set of 5 additional holes arranged in an “X” order (four corner holes and a center hole – these holes are called “Key Holes” and are to be used by the Codemaker to provide feedback to the Codebreaker after each time they try to guess the code by using the white and black pegs – also called “Key Pegs”).

Generally there are 6 available colors to set up the 5 color code (in the side holes).

The two players decide in advance how many games they will play, which must be an even number. One player becomes the Codemaker, the other the Codebreaker. The Codemaker chooses a pattern of 5 code (colored) pegs. Duplicates and blanks are not allowed. The chosen pattern is placed in the five side holes, visible to the Codemaker but not to the Codebreaker (who should face the other end of the board and not be able to see the code).

The Codebreaker tries to guess the pattern, both order and color, within 6 turns. Each guess is made by placing a row of Code Pegs in a Code Guess Row on the top of the board. Once placed, the Codemaker provides feedback by placing from Key Pegs in the Key Holes of the row with the guess. A black Key Peg is placed for each code peg from the guess which is correct in both color and position. A white Key Peg indicates the existence of a correct color code peg placed in the wrong position. Blank space means that the respective color is not part of the code.

Once feedback is provided, another guess is made by the Codebreaker; guesses and feedback continue to alternate until either the Codebreaker guesses the code correctly, or 6 incorrect guesses are made.

Note: Both players need to decide which of the 5 Key Holes represents a feedback for which of the 5 Code Pegs.

The Codemaker gets one point for each guess attempt a Codebreaker makes. An extra point is earned by the Codemaker if the Codebreaker doesn't guess the exact pattern in the last guess.

The winner is the one who has the most points after the agreed-upon number of games are played.

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