Mini Mastermind (1972)
Tiempo de Juego: 10
Edad Mínima: 8
Jugadores: 2
Editor: Dourios, Pressman Toy Corp., Krajowa Agencja Wydawnicza, Parker Brothers, Hasbro, Waddingtons, Grow Jogos e Brinquedos, Invicta Games, Singapore Airlines, Henry Higgins Promotions, Clipper
Diseñadores: Mordecai Meirowitz
Artistas: Desconocido
Mecánicas: Deduction
Edad Mínima: 8
Jugadores: 2
Editor: Dourios, Pressman Toy Corp., Krajowa Agencja Wydawnicza, Parker Brothers, Hasbro, Waddingtons, Grow Jogos e Brinquedos, Invicta Games, Singapore Airlines, Henry Higgins Promotions, Clipper
Diseñadores: Mordecai Meirowitz
Artistas: Desconocido
Mecánicas: Deduction
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The travel version of the game Mastermind.
It is the same game as Mastermind, but since it is smaller, the code-breaker only has 6 rows in which to guess the solution, instead of the usual 10 in the original version.
In Mini Mastermind, one player is the code-maker, and the other player is the code-breaker. The code-maker makes a code out of any combination of 4 colors (out of 6 possible colors). The code-breaker has 6 guesses to figure out the code.
After each code guess, the code-maker gives a clue, by placing a black peg for every correct color in the correct position, and placing a white peg for every correct color, in the wrong position.
Players generally switch roles after the code is broken or the code-breaker failed to solve the solution. Generally after the second play after roles were switched, the winner is the one who solved the code in the fewest amount of guesses.
A common version came in a small 2" X 5" plastic box with a playing board cover is encased in a slipsleeve. All of the components are kept neatly inside the box.
It is the same game as Mastermind, but since it is smaller, the code-breaker only has 6 rows in which to guess the solution, instead of the usual 10 in the original version.
In Mini Mastermind, one player is the code-maker, and the other player is the code-breaker. The code-maker makes a code out of any combination of 4 colors (out of 6 possible colors). The code-breaker has 6 guesses to figure out the code.
After each code guess, the code-maker gives a clue, by placing a black peg for every correct color in the correct position, and placing a white peg for every correct color, in the wrong position.
Players generally switch roles after the code is broken or the code-breaker failed to solve the solution. Generally after the second play after roles were switched, the winner is the one who solved the code in the fewest amount of guesses.
A common version came in a small 2" X 5" plastic box with a playing board cover is encased in a slipsleeve. All of the components are kept neatly inside the box.
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El juego también se publicó con estos nombres:
Travel Mastermind ,
Mini Mastermind ,
Mastermind kompakt ,
SuperHirn Mini ,
Epilogi ,
Mastermind: Deluxe Travel Edition ,
Mini Senha ,
Mastermind Travel Game ,
Mini Master Mind
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ag.gameitem.lastUpdated: 2025-07-07 15:51:09.64