A R C H I V E

Item 497 of 2719

SUPERMIND duel of the masterminds, Clipper

SKU: SP-2765-20

SUPERMIND duel of the masterminds, Clipper. 

  • Manufacturer: Clipper
  • Year of publication: 1970​

Description
Supermind is a game that allows all players to outsmart their opponents. They secretly place a row of colored pawns behind the scenes and give their opponent 10 chances to discover the colors and the exact positions of the placed pawns without seeing them. Whoever succeeds first is the winner.

Now double mastermind. Are you closer to the hidden code than your opponent? Or does the other person process the information obtained more effectively? The person who first finds out his opponent's code can boast his super mind.

Suitable for 2-4 players from the age of 10.

Clipper was a Dutch producer of board games such as Risk, Cluedo, UNO and Mad. The company was taken over by Parker Brothers.

Condition
This set is in a neat vintage condition without significant traces of use and / or wear. The box has some traces of use and age-related traces of wear.

Size of box

  • Height / thickness: 3.5 cm.
  • Length: 36 cm.
  • Width: 30 cm.

Mastermind or Master Mind is a code-breaking game for two players. The modern game with pegs was invented in 1970 by Mordecai Meirowitz, an Israeli postmaster and telecommunications expert. It resembles an earlier pencil and paper game called Bulls and Cows that may date back a century or more.

The game is played using:

  • a decoding board, with a shield at one end covering a row of four large holes, and twelve (or ten, or eight, or six) additional rows containing four large holes next to a set of four small holes;
  • code pegs of six different colors (or more; see Variations below), with round heads, which will be placed in the large holes on the board; and
  • key pegs, some colored black, some white, which are flat-headed and smaller than the code pegs; they will be placed in the small holes on the board.

The two players decide in advance how many games they will play, which must be an even number. One player becomes the codemaker, the other the codebreaker. The codemaker chooses a pattern of four code pegs. Duplicates and blanks are allowed depending on player choice, so the player could even choose four code pegs of the same color or four blanks. In the instance that blanks are not elected to be a part of the game, the codebreaker may not use blanks in order to establish the final code. The chosen pattern is placed in the four holes covered by the shield, visible to the codemaker but not to the codebreaker.

The codebreaker tries to guess the pattern, in both order and color, within eight to twelve turns. Each guess is made by placing a row of code pegs 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 with the guess. A colored or black key peg is placed for each code peg from the guess which is correct in both color and position. A white key peg indicates the existence of a correct color code peg placed in the wrong position.


Some translations come from an automated system and may contain errors.

Country of origin
England - Great Britain

Kind of object
Boardgame

Theme
Mind game - logical thinking - deduction

Category
Vintage games

Color
Multicolored

Number of players
Minimum 2 - maximum 4 players

Age
Starting from 10 years old

Language of game rules
No gaming rules included

Game time
15 minutes to 45 minutes

Publisher
Clipper

Manufacturer
Clipper

Brand
Clipper

Material
Plastic - cardboard

Particularities
Suitable for four players

Era
1970

Quality
Good vintage condition

Height
3,50 cm

Lenght
36,00 cm

Width
30,00 cm

Shipping method
Parcel post with track & trace

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