You are on page 1of 2

Mastermind (Animal Friends)

Instructions
Contents
Mastermind unit with:
9 rows of large holes (for colour-coded jungle animals)
9 groups of small holes (for creature scoring pieces)
3 holes (for the hidden code)
Rocky mountain tray (to hide the hidden code and for storage of the creature scoring pieces)
72 colour-coded jungle animals in 6 colours
15 small red creature pieces for scoring
15 small white creature pieces for scoring

Object of the game


To guess your opponent's secret code in as few turns as possible.

Setting Up
Before starting agree on the number of games you will play. Decide who will be first to set the
secret code. The other person must guess the code.
Place the Mastermind unit between both players with the secret code holes facing the Codemaker.
Lift off the rocky mountain section and place it to one side. Separate the larger colour coded jungle
animals from the smaller red & white creature scoring pieces. Place the jungle animals in the
storage area in the base unit & the creature pieces in the rocky mountain section. Now secretly set
up a line of coloured jungle animals in the code holes. Carefully place the rocky mountain section
over your animal code so that only you can see it. Your opponent must not be able to see your
code at any time.
Your opponent must now try to guess your hidden code.

Playing the game


The Codemaker sets up a line of colour coded jungle animals in the code holes, completely hiding
the secret code from the Codebreaker. Use any combination of the six colours. The other player
must now try to guess the secret code by placing combinations of the coloured jungle animals in
the large holes. Each time they place a row of jungle animals the Codemaker must inform them of
their progress using the red and white creature scoring pieces as described in Scoring, below
NB: Each row of animals should be left in position throughout the game.
Scoring
For younger players
You just need to guess the colours of the animals in your opponent's secret code.
Place one of the white creature scoring pieces in the scoring peg holes for each jungle animal of
the correct colour. It does not matter whether it is in the correct position or not.

For older players


You must guess the colour and position of each of the animals.
Red creature scoring pieces
Place one of these in the scoring peg holes for each colour coded jungle animal of the correct
colour which is also in the same position as a colour coded jungle animal behind the Code cover.
White creature scoring pieces
Place one of these in the scoring peg holes for each colour coded jungle animal of the correct
colour in an incorrect position.

For expert players


This game is essentially the same as the game for older players described above. In this version,
however, the Codemaker may choose to leave one or more blank spaces when setting the Code.
This means that you have the equivalent of seven coloured jungle animals from which to choose.
You can also use one colour more than once. Use the red and white creature scoring pieces in
exactly the same way as in the game for older players treating a vacant hole as you would a colour.

Winning the game


The winner is the player to guess their opponent's code in the fewest possible turns. Add up the
number of games each player has won if you are playing more than one game as Codemaker.

You might also like