Mastermind 44 by Invicta for four playersSKU: SP-2866-20
Mastermind 44 by Invicta for four players.
- Maker / Publisher: Invicta
- Manufacturing date: 1977
A game full of ingenuity and logic. Find the hidden code!
Mastermind 44 is a Mastermind version for 4 players. Each player takes a black (number) and a white (color) code counter and secretly places it with the color and number opposite him. The first player then places a row of code pegs in row no. 1. The other 3 players must provide information about their own hidden code by placing a black or white key peg in a keyhole next to the first player code. The winner is the first player to crack the code.
Complete with manuel in English, Français, Dansk, Português, Svenk, Deutch, Norsk, Español, Nederlands
This set is in a good vintage condition. The box shows traces of use and age-related traces of wear.
- Height: 3 cm.
- Length: 37 cm.
- Width: 31 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.
Number of players
Suitable for 4 players
10 years and older
Language of game rules
English, Français, Dansk, Português, Svenk, Deutch, Norsk, Español, Nederlands
Plastic - cardboard - paper
Complete with instruction manual - game rules
Good vintage condition
Parcel post with track & trace