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Mastermind (board game)
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{{Use dmy dates|date=January 2022}} {{short description|Board game}} {{Infobox game | title=''Mastermind'' | italic title=yes | image_link=[[File:Mastermind.jpg|200px]] | image_caption=A completed game of ''Mastermind'' | genre= [[Board game]] <br />[[Paper-and-pencil game|Paper & pencil game]] [root] | years=1970 to present | designer=[[Mordecai Meirowitz]] | publisher= | players=2 | ages= 8 and up | setup_time= < 5 minutes | playing_time= 10–30 minutes | random_chance=Negligible | AKA= | footnotes = }} '''''Mastermind''''' or '''''Master Mind''''' ({{Langx|he|בול פגיעה|bul pgi'a}}) is a [[code]]-breaking game for two players invented in [[Israel]].<ref name=":0">{{cite web |last1=Nelson |first1=Toby |title=A Brief History of the Master MindTM Board Game |url=http://www.tnelson.demon.co.uk/mastermind/history.html |access-date=6 August 2014 |archive-url=https://web.archive.org/web/20150906044819/http://www.tnelson.demon.co.uk/mastermind/history.html |archive-date=6 September 2015 |date=9 March 2000 |url-status=usurped}}</ref><ref name=":1">{{cite web |title=Mastermind Board Game |publisher=Board Game Geek |url=http://boardgamegeek.com/boardgame/2392/mastermind |access-date=6 August 2014}}</ref> It resembles an earlier [[Paper-and-pencil game|pencil and paper game]] called [[Bulls and Cows]] that may date back a century. ==History== [[File:Toys 2013-056-072b (15593677672).jpg|thumb|Original Invicta game set]] Mastermind was invented in 1970 by [[Mordecai Meirowitz]], an [[Israel]]i postmaster and telecommunications expert. After presenting the idea to major toy companies and showing it at the [[Nuremberg International Toy Fair]], it was picked up by a plastics company, [[Invicta Plastics]], based near [[Leicester]], [[United Kingdom|UK]]. Invicta purchased all the rights to the game, and the founder, Edward Jones-Fenleigh, refined the game further. It was released in 1971–2.<ref name=":0" /><ref name=":1" /><ref>{{Cite web|url=http://dspace.dial.pipex.com/town/road/gbd76/toys.htm|title=Invicta Toys and Games|date=12 August 2007|access-date=26 December 2017|url-status=dead|archive-url=https://web.archive.org/web/20070812104420/http://dspace.dial.pipex.com/town/road/gbd76/toys.htm|archive-date=12 August 2007}}</ref> The game is based on a paper and pencil game called [[Bulls and cows|Bulls and Cows]]. A computer adaptation was run in the 1960s on [[University of Cambridge|Cambridge University]]’s [[Titan (1963 computer)|Titan]] computer system, where it was called 'MOO'. This version was written by Frank King. Other versions were written for the [[TSS/8]] time sharing system by J.S. Felton, for [[Unix]] by [[Ken Thompson]],<ref>{{cite book |last1=Thompson |first1=K. |last2=Ritchie |first2=D. M. |title=Unix Programmer's Manual |date=November 3, 1971 |publisher=Bell Telephone Laboratories |location=Murray Hill, NJ, USA |edition=1}}</ref> and for the [[Multics]] system at [[Massachusetts Institute of Technology|MIT]] by Jerrold Grochow.<ref>{{Cite web |url=http://www.jfwaf.com/Bulls%20and%20Cows.pdf |last = Francis |first = John |title=Strategies for playing MOO, or 'Bulls and Cows' |date=January 2010 |access-date=26 December 2017 |url-status=dead |archive-url=https://web.archive.org/web/20120425120039/http://www.jfwaf.com/Bulls%20and%20Cows.pdf |archive-date=25 April 2012 }}</ref> Since 1971, the rights to ''Mastermind'' have been held by Invicta Plastics. (Invicta always called the game ''Master Mind''.) They originally manufactured it themselves, though they have since licensed its manufacture to [[Hasbro]] worldwide, with the exception of [[Pressman Toy Corporation|Pressman Toys]] and Orda Industries who have the manufacturing rights to the United States and Israel, respectively.<ref>{{cite web|url=http://dspace.dial.pipex.com/town/road/gbd76/toys.htm|title=Invicta Toy History page|access-date=7 August 2012|url-status=dead|archive-url=https://web.archive.org/web/20070812104420/http://dspace.dial.pipex.com/town/road/gbd76/toys.htm|archive-date=12 August 2007}}</ref> [[Chieftain Products]] acquired the rights to manufacture in Canada in 1972, though they went out of business in 1996. Starting in 1973, the game box featured a photograph of a man in a suit jacket seated in the foreground, with a young woman standing behind him. The two amateur models (Bill Woodward and Cecilia Fung) reunited in June 2003 to pose for another publicity photo.<ref>{{cite web |url=http://www.le.ac.uk/press/press/landmarkreunion.html |title=Landmark Reunion for Mastermind Box Models |date=June 2003 |publisher=Invicta Plastics |archive-url=https://web.archive.org/web/20040629030910/http://www.le.ac.uk/press/press/landmarkreunion.html |archive-date=29 June 2004}}</ref> In 2025, toy company Goliath entered a multi-year agreement with Hasbro to become the worldwide manufacturer and distributor of the Mastermind brand.<ref>{{Cite web |date=2025-05-27 |title=Goliath and Hasbro sign multi-year agreement for Mastermind |url=https://toyworldmag.co.uk/goliath-and-hasbro-sign-multi-year-agreement-for-mastermind/ |access-date=2025-05-27 |website=Toy World Magazine |language=en-US}}</ref> ==Gameplay and rules== 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 [[Mastermind (board game)#Variations|Variations]] below), with round heads, which will be placed in the large holes on the board; and * ''key pegs'', some colored red (or black) and 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 and odd numbers|even number]]. One player becomes the ''codemaker'', the other the ''codebreaker''.<ref name="Fullerton">{{cite book|title=Game design workshop|last=Fullerton|first=Tracy|edition=2|publisher=[[Morgan Kaufmann Publishers]]|date=2008|isbn=978-0-240-80974-8}}</ref>{{rp|120}} The codemaker chooses a pattern of four code pegs. Players decide in advance whether duplicates and blanks are allowed. If so, the codemaker may choose up to four same-colored code pegs or four blanks. If blanks are not allowed in the code, the codebreaker may not use blanks in their guesses. The codemaker places the chosen pattern in the four holes covered by the shield, visible to the codemaker but not to the codebreaker.<ref>{{cite web|url=http://www.industrious.com/mastermind/gamerules.html|title=Industrious|access-date=7 July 2014}}</ref> The codebreaker tries to deduce the pattern, in both order and color, within eight to twelve turns. Each attempt is made by placing a row of code pegs on the decoding board.<ref name="Fullerton" />{{rp|120}} 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 key peg is placed for each code peg from the guess which is correct in both color and position. A white key peg indicates a code peg that belongs in the solution, but is incorrectly positioned.<ref>{{cite web|url=http://mathworld.wolfram.com/Mastermind.html|title=Wolfram|access-date=9 July 2012}}</ref> [[File:ColorCode.png|thumb|Screenshot of software implementation (ColorCode) illustrating the example.]] If there are duplicate colors in the guess, they cannot all be awarded a key peg unless they correspond to the same number of duplicate colors in the hidden code. For example, if the hidden code is red-red-blue-blue and the codebreaker places red-red-red-blue, the codemaker will award three colored key pegs for the first two reds and the blue, but nothing for the third red. No indication is given of the fact that the code also includes a second blue.<ref>{{cite web|url=http://www.archimedes-lab.org/mastermind.html|title=Archimedes|access-date=7 October 2012}}</ref> Once feedback is provided, another attempt is made; tests and feedback continue to alternate until either the codebreaker deduces correctly, or all rows on the decoding board are full. Traditionally, players can only earn points when playing as the codemaker. The codemaker gets one point for each guess the codebreaker makes. An extra point is earned by the codemaker if the codebreaker is unable to deduce the exact pattern within the given number of turns. (An alternative is to score based on the number of key pegs placed.) The winner is the one who has the most points after the agreed-upon number of games are played. Other rules may be specified.<ref>{{cite web|url=http://codebreaker-mastermind-superhirn.blogspot.de/2012/07/bulls-and-cows-mastermind-superhirn.html|title=Bulls and Cows & co.|access-date=7 July 2012}}</ref> ==Algorithms and strategies== Before asking for a best strategy of the codebreaker one has to define what is the meaning of "best": The minimal number of moves can be analyzed under the conditions of [[Best, worst and average case|worst and average case]] and in the sense of a [[Minimax#In_zero-sum_games|minimax value of a zero-sum game]] in [[game theory]]. ===Best strategies with four holes and six colors=== With four holes and six colors, there are 6<sup>4</sup> = 1,296 different patterns (allowing duplicate colors but not blanks). ====Worst case: Five-guess algorithm==== In 1977, [[Donald Knuth]] demonstrated that the codebreaker can solve the pattern in five moves or fewer, using an algorithm that progressively reduces the number of possible patterns.<ref>{{Cite journal |url = http://www.cs.uni.edu/~wallingf/teaching/cs3530/resources/knuth-mastermind.pdf | author-link = Donald Knuth | last = Knuth | first = Donald | title = The Computer as Master Mind | journal = J. Recr. Math. | issue = 9 | pages = 1–6 | year = 1976–1977 | archive-url = https://web.archive.org/web/20160304020808/http://www.cs.uni.edu/~wallingf/teaching/cs3530/resources/knuth-mastermind.pdf | archive-date = 4 March 2016 | url-status = live }}</ref> Described using the numbers 1–6 to represent the six colors of the code pegs, the algorithm works as follows: # Create the set {{mvar|S}} of 1,296 possible codes {1111, 1112, ... 6665, 6666}. # Start with initial guess 1122.<!--- Knuth specifically uses 1122 here --> (Knuth gives examples showing that this algorithm using first guesses other than "two pair"; such as 1111, 1112, 1123, or 1234; does not win in five tries on every code.) # Play the guess to get a response of colored and white key pegs. # If the response is four colored key pegs, the game is won, the algorithm terminates. # Otherwise, remove from {{mvar|S}} any code that would not give that response of colored and white pegs. # The next guess is chosen by the [[minimax]] technique, which chooses a guess that has the least worst response score. In this case, a response to a guess is some number of colored and white key pegs, and the ''score of a response'' is defined to be the number of codes in {{mvar|S}} that are still possible even after the response is known. The ''score of a guess'' is pessimistically defined to be the worst (maximum) of all its response scores. From the set of guesses with the best (minimum) guess score, select one as the next guess, choosing a code from {{mvar|S}} whenever possible. (Within these constraints, Knuth follows the convention of choosing the guess with the least numeric value; e.g., 2345 is lower than 3456. Knuth also gives an example showing that in some cases no code from {{mvar|S}} will be among the best scoring guesses and thus the guess cannot win on the next turn, yet will be necessary to assure a win in five.) # Repeat from step 3. ====Average case==== Subsequent mathematicians have been finding various algorithms that reduce the average number of turns needed to solve the pattern: in 1993, Kenji Koyama and Tony W. Lai performed an exhaustive [[depth-first search]] showing that the optimal method for solving a random code could achieve an average of {{nowrap|5,625/1,296 ≈ 4.340}} turns to solve, with a worst-case scenario of six turns.<ref>{{Cite journal | last1 = Koyama | first1 = Kenji | last2 = Lai | first2 = Tony | title = An Optimal Mastermind Strategy | journal = Journal of Recreational Mathematics | issue = 25 | pages = 230–256 | year = 1993}}</ref> ====Minimax value of game theory==== The minimax value in the sense of game theory is {{nowrap|5,600/1,290 ≈ 4.341.}} The minimax strategy of the codemaker consists in a [[Discrete uniform distribution|uniformly distributed]] selection of one of the 1,290 patterns with two or more colors.<ref>{{cite book |first=Donald |last=Knuth |title=Selected papers on fun and games |publisher=Center for the Study of Language and Information |year=2011 |isbn=9781575865843|page=226}}</ref> ===Genetic algorithm=== A new algorithm with an embedded [[genetic algorithm]], where a large set of eligible codes is collected throughout the different generations. The quality of each of these codes is determined based on a comparison with a selection of elements of the eligible set.<ref>{{cite journal |url=https://lirias.kuleuven.be/bitstream/123456789/164803/1/kbi_0806.pdf |last=Berghman |first=Lotte |title=Efficient solutions for Mastermind using genetic algorithms |journal=K.U.Leuven |issue=1 |pages=1–15 |year=2007–2008 |archive-url=https://web.archive.org/web/20140909031305/https://lirias.kuleuven.be/bitstream/123456789/164803/1/kbi_0806.pdf |archive-date=9 September 2014 |url-status=dead }}</ref><ref>{{cite book |author1=Merelo J.J. |author2=Mora A.M. |author3=Cotta C. |author4=Fernández-Leiva A.J. |title=Learning and Intelligent Optimization |chapter=Finding an Evolutionary Solution to the Game of Mastermind with Good Scaling Behavior |series=Lecture Notes in Computer Science |editor1-last=Nicosia |editor1-first=G. |editor2-last=Pardalos |editor2-first=P. |date=2013 |volume=7997 |publisher=Springer |isbn=978-3-642-44973-4 |pages=288–293 |doi=10.1007/978-3-642-44973-4_31 |chapter-url=https://doi.org/10.1007/978-3-642-44973-4_31 |access-date=22 December 2021}}</ref> This algorithm is based on a heuristic that assigns a score to each eligible combination based on its probability of actually being the hidden combination. Since this combination is not known, the score is based on characteristics of the set of eligible solutions or the sample of them found by the evolutionary algorithm. The algorithm works as follows, with ''P'' = length of the solution used in the game, ''X''<sub>1</sub> = exact matches ("red pins") and ''Y''<sub>1</sub> = near matches ("white pins"): # Set ''i'' = 1 # Play fixed initial guess ''G''<sub>1</sub> # Get the response ''X''<sub>1</sub> and ''Y''<sub>1</sub> # Repeat while ''X<sub>i</sub>'' ≠ ''P'': ## Increment ''i'' ## Set ''E<sub>i</sub>'' = [[Empty set|∅]] and ''h'' = 1 ## Initialize population ## Repeat while ''h'' ≤ ''maxgen'' and |''E<sub>i</sub>''| ≤ ''maxsize'': ### Generate new population using crossover, mutation, inversion and permutation ### Calculate fitness ### Add eligible combinations to ''E<sub>i</sub>'' ### Increment ''h'' ## Play guess ''G<sub>i</sub>'' which belongs to ''E<sub>i</sub>'' ## Get response ''X<sub>i</sub>'' and ''Y<sub>i</sub>'' ===Complexity and the satisfiability problem=== In November 2004, Michiel de Bondt proved that solving a ''Mastermind'' board is an [[NP-complete]] problem when played with ''n'' pegs per row and two colors, by showing how to represent any [[one-in-three 3SAT]] problem in it. He also showed the same for ''Consistent Mastermind'' (playing the game so that every guess is a candidate for the secret code that is consistent with the hints in the previous guesses).<ref>{{citation |last=De Bondt |first=Michiel C. |title=NP-completeness of Master Mind and Minesweeper |publisher=Radboud University Nijmegen |date=November 2004 |url=http://www.math.ru.nl/onderzoek/reports/rep2004/rep04_18.ps.gz }}</ref>{{better source needed|reason=This is a compressed pdf file on a university server. As such it is effectively self-published as per WP:RS/SPS.|date=August 2021}} The ''Mastermind satisfiability problem'' (MSP) is a [[decision problem]] that asks, "Given a set of guesses and the number of colored and white key pegs scored for each guess, is there at least one secret pattern that generates those exact scores?" (If not, then the codemaker must have incorrectly scored at least one guess.) In December 2005, Jeff Stuckman and Guo-Qiang Zhang showed in an [[arXiv]] article that MSP is NP-complete.<ref>{{Cite arXiv| title=Mastermind is NP-Complete | date=13 December 2005 | first1=Guo-Qiang | last1=Zhang | last2=Stuckman | first2=Geoff| eprint=cs.CC/0512049 }}</ref>{{better source needed|reason=This is a preprint, which means it is not a reliable source as per WP:PREPRINTS.|date=August 2021}} ==Variations== Varying the number of colors and the number of holes results in a spectrum of ''Mastermind'' games of different levels of difficulty. Another common variation is to support different numbers of players taking on the roles of codemaker and codebreaker. The following are some examples of ''Mastermind'' games produced by [[Invicta Plastics|Invicta]], [[Parker Brothers]], [[Pressman Toy Corporation|Pressman]], [[Hasbro]], and other game manufacturers: {| class="wikitable sortable" |- ! Game !! Year !! Colors !! Holes !! Comments |- | ''Mastermind'' |align="right"| 1972 |align="right"| 6 |align="right"| 4 | Original version |- | ''Bagels''<ref>{{Cite web | url=https://www.mobygames.com/game/bagels | title=Bagels (1972) }}</ref> |align="right"| 1972 |align="right"| 10 digits |align="right"| 3 | Also played as a word game with 2- or 3-digit numbers |- | ''Royale Mastermind'' |align="right"| 1972 |align="right"| 5 colors × 5 shapes |align="right"| 3 | |- | ''Mastermind44'' |align="right"| 1972 |align="right"| 6 |align="right"| 5 | For four players |- | ''Grand Mastermind'' |align="right"| 1974 |align="right"| 5 colors × 5 shapes |align="right"| 4 | |- | ''Super Mastermind'' (a.k.a. ''Deluxe Mastermind''; a.k.a. ''Advanced Mastermind'') |align="right"| 1972<ref>In Poland - Copyright Invicta 1972 in cooperation with Krajowa Agencja Wydawnicza {{cite web|url=https://boardgamegeek.com/image/281994/ultimate-mastermind?size=large|title=BoardGameGeek|website=boardgamegeek.com}}</ref> |align="right"| 8 |align="right"| 5 | |- | ''{{visible anchor|Word Mastermind}}''<ref>{{Cite web | url=https://boardgamegeek.com/boardgame/5662/word-mastermind | title=Word Mastermind (1972) }}</ref> |align="right"| 1972{{efn|Adapted for the [[ZX81]] home computer by [[Vortex Software]] in 1981.<ref>{{cite web | date=February 26, 2018 | url=http://www.computinghistory.org.uk/det/33087/Vortex-Software/ | title=Vortex Software – Company | publisher=[[The Centre for Computing History]]}}</ref>}} |align="right"| 26 letters |align="right"| 4 | Only valid words may be used as the pattern and guessed each turn. |- | ''Mini Mastermind'' |align="right"| 1976 |align="right"| 6 |align="right"| 4 | Travel-sized version; room for only six guesses |- | ''Number Mastermind'' |align="right"| 1976 |align="right"| 6 digits |align="right"| 4 | Uses numbers instead of colors. The codemaker may optionally give, as an extra clue, the sum of the digits. |- | ''Electronic Mastermind'' (Invicta) |align="right"| 1977 |align="right"| 10 digits |align="right"| 3, 4, or 5 | Uses numbers instead of colors. Handheld electronic version. Solo or multiple players vs. the computer. Invicta branded. |- | ''Super-Sonic Electronic Mastermind'' (Invicta) |align="right"| 1979 |align="right"| 10 digits |align="right"| 3, 4, 5, or 6 | Identical gameplay to the 1977 Electronic Mastermind. Super-Sonic version adds a sixth digit to potential codes. Gives an audible signal when the correct code is tried, or the code is revealed via the Fail key. Displays the length of time and number of tries to reach a solution. |- |''Walt Disney Mastermind'' |align="right"| 1978 |align="right"| 5 |align="right"| 3 | Uses Disney characters instead of colors |- | ''Mini Mastermind'' (a.k.a. ''Travel Mastermind'') |align="right"| 1988 |align="right"| 6 |align="right"| 4 | Travel-sized version; room for only six guesses |- | ''Mastermind Challenge'' |align="right"| 1993 |align="right"| 8 |align="right"| 5 | Both players simultaneously play code maker and code breaker. |- | ''Parker Mastermind'' |align="right"| 1993 |align="right"| 8 |align="right"| 4 | |- | ''Mastermind for Kids'' |align="right"| 1996 |align="right"| 6 |align="right"| 3 | Animal theme |- | ''Mastermind Secret Search'' |align="right"| 1997 |align="right"| 26 letters |align="right"| 3-6 | Valid words only; clues are provided letter-by-letter using up/down arrows for earlier/later in the alphabet. |- | ''Electronic Hand-Held Mastermind'' (Hasbro) |align="right"| 1997 |align="right"| 6 |align="right"| 4 | Handheld electronic version. Hasbro. |- | ''New Mastermind'' |align="right"| 2004 |align="right"| 8 |align="right"| 4 | For up to five players |-123456 | ''Mini Mastermind'' |align="right"| 2004 |align="right"| 6 |align="right"| 4 | Travel-sized self-contained version; room for only eight guesses |- |} [[File:Invicta Electronic Master Mind Game.jpg|thumb|upright|Invicta Electronic Master Mind game]] There was also a version called ''Super Code'' produced in [[East Germany]] by [[VEB Plasticart]]. The difficulty level of any of the above can be increased by treating “empty” as an additional color or decreased by requiring only that the code's colors be guessed, independent of position. In ''Mini Mastermind'' the colored code pegs are the same size and shape as the colored or white key pegs so the difficulty can be increased by permitting the key pegs to be used as code pegs for two additional colors. Computer and [[Online skill-based game|Internet versions]] of the game have also been made, sometimes with variations in the number and type of pieces involved and often under different names to avoid trademark infringement. ''Mastermind'' can also be played with [[Paper and pencil game|paper and pencil]]. There is a numeral variety of the Mastermind in which a 4-digit number is guessed.<ref>{{cite web|url=http://www.mastermind.idhost.kz/|title=Bulls and Cows Classic|url-status=dead|archive-url=https://web.archive.org/web/20110722142316/http://mastermind.idhost.kz/|archive-date=22 July 2011}}</ref> The 2021 web game ''[[Wordle]]'' has been compared to ''Mastermind'';<ref>{{cite news |last1=Pisani |first1=Joseph |title=Wordle Has People Digging Out Old Games. Mastermind or Jotto, Anyone? |url=https://www.wsj.com/articles/wordle-has-people-digging-out-old-games-mastermind-or-jotto-anyone-11643586137 |website=The Wall Street Journal |date=31 January 2022 |publisher=Dow Jones & Company, Inc. |access-date=19 February 2023 |quote=Jan. 31, 2022 9:00 am ET Wordle fans are returning to childhood games including Mastermind, which tests players’ logic skills using color codes, similar to what Wordle does with words and letters.}}</ref> however, in ''Wordle'' a response to a guess indicates which letters (corresponding to code pegs) are correctly placed or incorrectly placed, whereas in ''Mastermind'' only the count of correctly and incorrectly placed code pegs are indicated. The game was included in the compilation party video game ''[[Clubhouse Games: 51 Worldwide Classics]]'' for the [[Nintendo Switch]] under the name "Hit & Blow".<ref>{{Cite web|url=https://www.nintendolife.com/news/2020/05/nintendo_shares_a_handy_infographic_featuring_all_51_worldwide_classic_clubhouse_games|title=Nintendo Shares A Handy Infographic Featuring All 51 Worldwide Classic Clubhouse Games|website=Nintendo Life| date=25 May 2020 |access-date=21 July 2020}}</ref> ==Reviews== *''[[Games (magazine)|Games]]'' #3<ref>{{cite web | url=https://archive.org/details/games-3-1978-january/page/48/mode/2up | title=GAMES Magazine #3 | date=January 1978 }}</ref> *''Games and Puzzles''<ref>{{cite web | url=https://archive.org/details/sim_games-and-puzzles_1973-04_12/page/20/mode/2up | title=Games and Puzzles 1973-04: Iss 12 | date=April 1973 | publisher=A H C Publications }}</ref> *1980 Games 100 in ''[[Games (magazine)|Games]]''<ref>{{cite web | url=https://archive.org/details/games-20-1980-november/page/48/mode/2up | title=GAMES Magazine #20 | date=November 1980 }}</ref> * [https://archive.org/details/games-26-1981-november/page/50/mode/2up 1981 Games 100] in ''[[Games (magazine)|Games]]'' *''[[Games & Puzzles]]''<ref>{{cite web | url=https://archive.org/details/sim_games-and-puzzles_march-april-1974_23/page/10/mode/2up | title=Games and Puzzles March-April 1974: Iss 23 | date=March 1974 | publisher=A H C Publications }}</ref> *''[[The Playboy Winner's Guide to Board Games]]''<ref>{{cite web | url=https://archive.org/details/playboywinnersgu00free/page/156/mode/2up | title=The Playboy winner's guide to board games | date=18 November 1979 }}</ref> *''Family Games: The 100 Best''<ref>{{cite book | url=https://archive.org/details/familygames100be0000unse/page/218/mode/2up | isbn=978-1-934547-21-2 | title=Family games : The 100 best | date=2010 | last1=Lowder | first1=James | publisher=Green Ronin }}</ref> ==See also== * [[Israeli inventions and discoveries]] * [[Bulls and Cows]] and [[AB (game)|AB]] – similar games with numbers * [[Jotto]] – a similar pen and paper word game for two players * [[Lingo (American game show)|Lingo]] – a similar TV show * [[Wordle (video game)|Wordle]] – a similar 2021 web game ==Explanatory notes== {{notelist}} ==References== {{reflist}} ==External links== * [https://www.researchgate.net/publication/221038693_Mastermind_an_augment_reality_approach_porting_a_legacy_game_to_new_interaction_paradigms Mastermind: An augment reality approach, Porting a Legacy Game to New Interaction Paradigm] * [http://mathworld.wolfram.com/Mastermind.html Mathworld article on ''Mastermind''] * [http://www.serkangur.freeservers.com Optimal Solution Look-Up Table on ''Mastermind''] {{DEFAULTSORT:Mastermind (Board Game)}} [[Category:Board games introduced in 1970]] [[Category:1970s toys]] [[Category:Abstract strategy games]] [[Category:Games of mental skill]] [[Category:Logic puzzles]] [[Category:NP-complete problems]] [[Category:Deduction board games]] [[Category:Parker Brothers games]] [[Category:Pressman Toy Corporation games]] [[Category:Guessing games]] [[Category:Israeli games]] [[ru:Быки и коровы]]
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