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Mastermind Game Description:
Object: Solve your opponent's code in fewer turns than it
takes your opponent
to solve your code.
Contents: Gameboard with storage area and code shield; Code
Pegs in
6 different colors, red and white key pegs.
Set up: Decide which player will be the Codemaker and which will
be the
Codebreaker. Also decide how many games you will play. Place the board
between you so that the code shield faces the Codemaker.
Playing:
1. The Codemaker secretly places any four Code Pegs in the code area
then conceals them with the code shield. The Codemaker can use any
combination of colors, including using two or more of the same color.
2. The Codebreaker places four Code Pegs in the 1st row of holes
attempting to duplicate the
exact colors and positions of the secret code.
3. The Codemaker places key pegs in the key holes on the 1st row as
follows:
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A red key peg for each Code Peg that's
the right color and in the right position.
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A white key peg for each Code Peg
that's the right color, but not in the right position.
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No key pegs indicate a color is not
used in the code.
The Codemaker does not put the key pegs in any particular order. It's
part of the challenge for the Codebreaker to figure out which Key Pegs
correspond to which Code Pegs. The Codebreaker should remember that one
Key Peg corresponds to one Code Peg and a red Key Peg takes precedence
over a white one.
Example #1: Codemaker's secret code:

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Codebreaker's attempt
to duplicate the secret code.
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Codemaker's response |

Example #2: Codemaker's secret code:

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Codebreaker's attempt
to duplicate the secret code.
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Codemaker's response |

Example #3:
Codemaker's secret code:

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Codebreaker's attempt
to duplicate the secret code.
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Codemaker's response |

Example #4: Codemaker's secret code:

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Codebreaker's attempt
to duplicate the secret code.
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Codemaker's response |
4. The Codebreaker places another set of
Code Pegs in the second row and
the Codemaker places Key Pegs in his second row. The pegs played in
each
row are left in position until the secret code is broken.
5. The Codebreaker keeps placing rows of Code Pegs and keeps getting
feedback from the Codemaker until he guesses the code exactly. When
this
happens, the Codemaker places four red Key Pegs and reveals the secret
code.
6. The Codemaker gets 1 point for each row of pegs played by the
Codebreaker
and players switch roles. If the Codebreaker can show that the
Codemaker has
given wrong information, the game is replayed and the Codebreaker gets 3
points.
7. If all 10 rows are used and the Code has not been broken, the game
is over
and the Codemaker gets 11 points (10 points + 1 bonus point). The
players now
switch roles.
Ending and
Winning the game:
The player with the most points after
playing
the agreed amount of games is the winner.
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