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.
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
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
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
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.