Mastermind is a code-breaking game . The goal of the game is to discover a hidden code that consists of 4 colours.
The board game is played using:
· a decoding board, with a shield at one end covering a row of four large holes, and a set of rows containing four large holes next to a set of four small holes.
· code marbles of six different colours (Red, Green, Blue, Yellow, White, Black) are used to represent a code and placed in the large holes on the board; and
· key pegs, some coloured black, some white, are for providing feedback on the guessed code placed in the small holes on the board.
Played between two players in a board game, one player becomes the codemaker, the other the codebreaker.
The codemaker chooses a code, a pattern of four code marbles. Duplicates are allowed depending on player choice, so the player could even choose four code marbles of the same colour. The chosen code is placed in the four large holes covered by the shield, visible to the codemaker but not to the codebreaker.
The codebreaker tries to guess the code, in both order and colour, within a certain number of attempts (e.g., 10 in the picture above). Each guess is made by placing a row of code marbles on the decoding board. Once placed, the codemaker provides feedback by placing from zero to four key pegs in the small holes of the row next to the guess. A black key peg is placed for each code marble from the guess which is correct in both colour and position. A white key peg indicates the existence of a correct colour code marble placed in the wrong position.
If there are duplicate colours in the guess, they cannot all be awarded a key peg unless they correspond to the same number of duplicate colours in the hidden code. For example, if the hidden code is white-white-black-black and the player guesses white-white-white-black, the codemaker will award two black key pegs for the two correct whites, nothing for the third white as there is not a third white in the code, and a black key peg for the black. No indication is given of the fact that the code also includes a second black.
Once feedback is provided, another guess is made by the codebreaker; guesses and feedback continue to alternate until either the codebreaker guesses correctly, or the number of incorrect guesses reach the number of attempts allowed. If the code is not guessed correctly within the number of attempts allowed, then the shield is uncovered to reveal the code.
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