Mini Mastermind
Mini Mastermind Rulebook
Table of Contents
Table of Contents
Rules of the Game
2 players. Age: from 8 years.
Contents
Plastic box, which is at the same time the board, containing:
- 8 rows of code holes
- 8 groups of information holes
- 4 hidden holes for setting the code
- A lid for storing the pegs
- 60 code pegs in 6 colours
- 15 red information pegs
- 15 white information pegs
Object of the Game
For the codemaker: set a code such that the codebreaker will not be able to break it.
For the codebreaker: break the code in the smallest possible number of tries.
Setting Up the Game
Open the box. Choose the white and red information pegs and put them in the smaller compartment of the lid. Put the remaining coloured pegs in the larger compartment of the lid.
The players decide who will be the codebreaker first. The Mastermind board is set up so that the hidden holes are on the codemaker's side. The codebreaker must not see the hidden code.
Before Starting
The players agree on the number of games to be played. It should be an even number, so that both players have equal chances.
Course of the Game
The codemaker places four pegs of their choice in the holes at the back of the box so that the opponent cannot see them. They may create any combination made up of pegs of six colours. They may use two or more pegs of the same colour. The codebreaker tries to reproduce the code devised by the opponent, i.e. to set a row of pegs the same in colours and order as the one hidden by the codemaker. On each successive move the codebreaker sets one row of four pegs, which remain on the board until the end of the game. The codemaker gives the codebreaker information by placing red and white pegs in the information holes, or by leaving empty holes there.
Red pegs
If in the combination set by the codebreaker there is a peg of the same colour as in the combination set by the codemaker and it stands in the same column, the codemaker marks this by putting a red peg in an information hole. Four red pegs mean that the codebreaker has broken the code.
White pegs
If in the combination set by the codebreaker there is a peg of the same colour as in the combination set by the codemaker but it stands in a different column, the codemaker marks this by putting a white peg in an information hole.
Empty holes
If in the combination set by the codebreaker there is a peg in a colour that does not appear in the hidden code, the codemaker marks this by leaving an empty hole.
Scoring
After each game is finished, the codemaker receives one point for each row of pegs set by the codebreaker. The result of the game is written down and the players swap roles. The match ends after the agreed number of games has been played. The player who has scored more points wins.
Incorrect Information
If the codemaker gives incorrect information (places the wrong number of red or white pegs), the game is replayed and the codebreaker additionally receives 3 points.
Variant
The game differs from the basic version in only one change. The codemaker may leave one or more empty holes in the secret code. This is equivalent to using a seventh colour.
The red and white information pegs are used in this variant as in the ordinary game, treating an empty hole as another colour.