The web, reviewed by humans since 1999.

Toy Reviews
Board games
Buying toys online
Creative & fun toys
Eco-friendly toys
Educational toys
Most popular toys
Toys by age
Toys for boys
Toys for girls
Toy safety tips

MAIN Arrow to Toy ReviewsToy & Game Reviews Arrow to Board Games Board Games Arrow to Mastermind Mastermind


Mastermind is a board game that challenges children of all ages. Mastermind takes patience and determination and, without knowing it, children are suddenly honing their math skills ....

The basics of this classic game are probability and statistics, a very difficult concept for children. The version with colored pegs has been around since the 70's but a paper and pencil version, called "bulls and cows", has been around long before that. Mastermind is basically a two-player game, so group play is not encouraged. There are very small game pieces included, so also beware of younger children who might be tempted to nab the candy colored pegs and try to eat them.

The game includes the game console, 108 code pegs in 6 colors, 30 key pegs, and of course the rules. Object of the game Solve the code maker's code within the 10 available chances. How to play Mastermind One person is the code maker and the other is the code breaker. Once the roles are determined, agree on how many games will be played. Next, the code maker chooses four colored pegs and arranges them in any order in the code area. The code maker can use any combination of the colored pegs, even using four of all the same color. The trickier the combination, the more difficult it will be for the code breaker to solve. For every attempt the code breaker makes to crack the code the code maker gives clues as to which pegs are in the right position, if any. For every peg that is the right color - and in the right spot - the code maker puts a red peg in a key hole. For every peg that is the right color but not in the right spot a white peg will be put in a hole.

To make things more complicated, the code maker does not have to place the white or red pegs in any particular order. All the code maker needs to relay is that a correct colored peg is either in the right spot, a red peg, or somewhere in the row, a white peg. If no colored pegs are correct the code maker puts nothing in the key holes. The game ends when the code is broken or all 10 rows of attempts have been used, whichever comes first. Players switch roles after each game. Mastermind scoring The code maker gets one point for each row of pegs played by the code breaker. If the code was broken on the 7th attempt, the code maker gets 6 points. If all 10 rows are used and the code wasn't broken, the code maker gets 11 points (10 points plus a bonus point.) To keep everyone honest, the code breaker gets 3 points and the game gets replayed if the code breaker can show that the code maker gave wrong feedback. The player with the most points after all games have been played is the winner.

More about Mastermind around the Web:

Mastermind (board game)- Wikipedia - A history of the game with extensive game rules and variations, photos, and related references.

Toy Guru Toy & Game ReviewsAbout the Author: The "Toy Guru" is Katrina Cramer-Diaz, a mother of four with a very personal interest in toys that are fun, challenging and educational.

also see in Board Games -> Connect Four | Sequence for Kids


Sponsored Links

Sponsored Links

Privacy  |  Mission Statement  |  Contact us |  Sitemap

All contents copyright © 1999 - 2018