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Mastermind Review: find the secret code!

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Try to discover a color sequence in a fun and intelligent way! Use your logic and deduction powers, and challenge your wits and strategy. Can you crack the code in 10 or less moves? Can you create a code that's undecipherable?

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traducido por Antonio Carlos

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revisado por Antonio Carlos

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Mastermind - Curiosities

Mastermind was created in 1971 by Israeli telecommunications specialist Mordecai Meirowitz, and the game quickly became one of the biggest hits of the 1970s.

Mordecai Meirowitz playing Mastermind
Mordecai Meirowitz playing Mastermind

Mastermind was inspired by an older game called Bulls & Cows, which in the 19th century involved guessing numbers or secret combinations.

Bulls & Cows
Bulls & Cows

Meirowitz modernized the mechanics to create a logic challenge that captivated millions of players. He adapted the idea to a more visual and accessible format, using colored pegs instead of numbers.

Mastermind's 1st Edition, by Invicta Plastics
Mastermind's 1st Edition, by Invicta Plastics

In the 1970s, it sold over 50 million copies in 80 countries, becoming the most successful board game of its time. It's a classic!

Let's play Mastermind!

Mastermind - Game Info

Mastermind is a 2-player game, age 8+, by designer Mordecai Meirowitz. Funny enough, there are no credits to the game's artwork, not even to the game's designer.

Game Box
Game Box

Mastermind was released in 1971 by Invicta Plastics. The main mechanics are: deduction, induction, and test your luck.

Game Components
Game Components

Playing the Game

Mastermind is a fast-paced, fun, and clever game where a little luck and a lot of logic will be needed to win! It's a quick game in which one player needs to deduce the correct sequence of colors chosen by their opponent. The clues given about their choice will reveal a lot about the pattern. It's up to you to interpret it and use your logic and deduction to discover it.

This is the scenario of Mastermind!

One player creates a pattern with the colored pegs, and the other player has 10 chances to discover this pattern. In each round, the player who created the pattern gives clues based on the choices of the player trying to decipher the pattern. It's up to the player to interpret the clues and make a new attempt to break the code. It's pure logic and deduction, plus a little bit of luck.

The setup is really simple: the player who will create the pattern just needs to take the game board and, in the specific secret section, use 4 of the 7 different colored pegs (pink, yellow, purple, blue, green, red, and orange) in a sequence of their choosing, but without repeating colors. In addition, they keep all the white and black pegs to give clues. The other player then takes all the remaining colored pegs to start the game.

Before discussing the setup or the rules themselves, let's understand some concepts. First, the game is played between 2 players:

- the codemaker: the one who creates the pattern;

- the codebreaker: the one who will try to decipher it.

There are 2 types of pegs, divided by their colours:

- Colored pegs: from 7 colors: pink, yellow, purple, blue, green, red, and orange. They are used to create the pattern and to decipher it;

- Key pegs: from 2 colors: white and black. They give hints or clues about correct and incorrect attempts in guessing the pattern.

Colored Pegs
Colored Pegs

Important: The colors of the pegs used for the pattern and as key pegs may vary depending on the game's edition. This happens frequently with Mastermind, given its many editions and the number of copies sold in various countries.

Now, let's move on to the setup:

- The codemaker and codebreaker sit facing each other with the board between them;

- The codemaker takes the colored pegs and creates a secret password with 4 pegs of different colors in a specific sequence, hiding it from the codebreaker with a cover;

- The codebreaker takes all the remaining colored pegs;

- The codemaker takes the key pegs.

The Codemaker places the secret pattern
The Codemaker places the secret pattern

That's it!

Each turn has two steps:

- Codebreaker's step;

- Codemaker's step.

This first step is the Codebreaker's opportunity to try to discover the pattern, or at least obtain one or more clues to it. To do this, from the 7 colored pegs, they choose 4 pegs of different colors and place them in any order on the board; in other words, it is their guess at the pattern.

A Codebreaker's guess
A Codebreaker's guess

Now comes the second Step, the Codemaker's. Their role is to provide feedback on the guess. To do this, they analyze each of the 4 colored pegs placed by the Codebreaker and compare them to the secret pattern.

Based on this, 3 things can happen with each of the 4 colored pegs placed, namely:

- a correct color and position;

- a correct color, but with an incorrect position;

- a miss.

If there's a correct color and position, the Codemaker will place a black peg next to the line with the attempt. Of course, the Codemaker must make sure not to give away too many clues - that's why the location for placing the key pegs isn't in a row, so it's not "obvious" to the Codebreaker.

A Peg indicating correct color and position
A Peg indicating correct color and position

Take notice that in the previous image, the key peg is red, not black. This is due to the reasons I explained earlier: different editions of the game. Furthermore, note that the pattern is visible in the image, but this is only for didactic purposes for this review. In a normal game, it will be hidden from the codebreaker at all times.

Back to the attempt at the pattern, when there's a correct color, but incorrect position, a white peg is placed next to the line.

2 White Pegs mean correct colors, but wrong position
2 White Pegs mean correct colors, but wrong position

Lastly, in case of a miss, meaning the color doesn't belong to the pattern, the codemaker places no key pegs.

An empty slot means a Miss
An empty slot means a Miss

Thus, in this example in the image, the codemaker analyzes the attempt and arrives at the following conclusion:

- there is a correct color in the correct position;

- there are two correct colors, but in the wrong position;

- one of the colors does not belong to the pattern.

Feedback from the Codemaker
Feedback from the Codemaker

So, from the 7 possible colored pegs, the Codebreaker got 3 right. They move on to the next attempt, which is a new turn, and proceed until they finally break the pattern.

This is a turn in Mastermind!

Ending the game

A game of Password ends when one of two things happens:

- the codebreaker is able to get the pattern right;

- the codebreaker used up all their chances and were unsuccessful.

When the codebreaker correctly guesses the 4 colors of the pattern in the correct sequence, that is, when they get 4 black clue pegs, the game ends immediately, and the codebreaker wins.

If, after 10 attempts to decipher the secret code, the codebreaker was unsuccessful, the game ends immediately and the codemaker wins.

Generally, in Mastermind, there is no scoring system; players play multiple matches, switching the roles, and see who wins the most. There's a suggestion by the "gamer community" with the following scoring system:

- The codebreaker earns points equal to the number of attempts they didn't use, meaning the sooner they decipher the secret code, the better;

- The codemaker earns points equal to the number of attempts to decipher, or fail to decipher, the secret pattern.

For example, if the codebreaker needed 4 attempts to guess the pattern, the scoring would be:

- Codebreaker: 6 points;

- Codemaker: 4 points.

Strategy Tips

Mastermind is about logical reasoning and deduction; obviously, luck also plays a role, especially in the first round, where you have no idea about the four colors used in the secret pattern, but this is mitigated by the codemaker's feedback throughout the game.

There isn't much strategy involved for the codemaker in creating the secret pattern; after all, they only have to choose four pegs with different colors, and that's it! Since the colors of the pegs are formed by primary, secondary, and tertiary colors, I've seen people try to create passwords with that in mind, but I don't think it makes much of a difference. After all, the codebreaker only wants to guess the color and position - whether they are primary, secondary, or whatever, shouldn't be much of a concern.

Just be careful not to put your "favorite colors" in the secret pattern, because if you're friends with the codebreaker, they might easily guess the sequence of your colors. I strongly recommend taking 7 pegs of different colors and creating the secret pattern completely randomly; it's more fun and you won't give away any clues about your tastes or your "crazy ideas."

Regarding the pattern, in the first turn there's not much strategy involved. Just take 4 pegs of different colors, place them, and with the first feedback the game really begins.

For black pegs, i.e., correct color and position, you'll have to check and test them in the next attempt. If it doesn't work, by deduction, bet on other colors.

Regarding white pegs, simply choose the same number of colors as there are white pegs and swap their position on the next attempt, thus trying to go from white pegs to black pegs.

With no pegs, which is obviously the worst feedback, as it means you didn't guess a color correctly, you will have to give up on however many colors are missing. It's sad!

I strongly suggest not making wild, blind guesses, as the fun of the game lies in your logical reasoning and deduction skills based on the feedback. Obviously, if you don't decipher the pattern quickly, more clues will be given, making it easier to guess.

I recommend "reading" the feedback calmly, analyzing it, and here's the golden tip: analyzing "all the feedbacks" together, that is, also look at past attempts, which will allow you to use your logical reasoning to its maximum potential and make more accurate deductions. That's the fun of Mastermind: the brain burn.

If you want to spice up your game, allow repeat colors in the pattern, or even empty spaces, and this will make the game more difficult. Obviously, I recommend this for more experienced players who are already used to logical reasoning and deduction, after all, with so many possible code combinations, each game guarantees an intellectual challenge.

Based on these tips, use your logic and deduction and win at Mastermind.

Unboxing, Rules, and Gameplay Videos

Unboxing:

Rules:

Gameplay:

Pedagogical Tips

Mastermind has become a classic game, present in many schools, used both for fun and to stimulate logical reasoning. Its contribution to children's development is evident, as it combines simple rules with strategic depth.

Because of this, it is considered an educational game, since it develops skills in logical deduction, analysis, and critical thinking.

Children playing Mastermind
Children playing Mastermind

These stimuli, so important for children, are exercised in a lighthearted way, permeated by the famous "good tension" about getting the color right or wrong, or at least the color's position. In each round, you'll notice the codemaker's smiles when the codebreaker places an incorrect peg, or their aprehensive look when the codebreaker gets the right color and location. There's no denying to "body language," especially with children; facial expressions give the game away, but that's also great and fun. It will create good memories.

Mastermind guarantees unforgettable gaming sessions, with the kids wanting to play one game after another, switching roles between codemaker and codebreaker to beat their friends! It's a guaranteed success!

Pedagogically, Mastermind stimulates strategy, decision-making, logical reasoning, deduction, and on top of that, it's fun!

I recommend Mastermind for your collection!!!