Mastermind

Mastermind

prusaprinters

<p>Mastermind is a game where must solve your opponent's code.</p><p><strong>Printing instructions</strong></p><p>Print 16 code pegs in all six different colors.</p><p>Print 25 key pegs in white and 25 key pegs in black.</p><p>Glue the decoding board to the cover.</p><p>&nbsp;</p><p><strong>Rules of the game</strong></p><p>"The game is played using:</p><ul><li>a <i>decoding board</i>, with a <i>shield</i> 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;</li><li><i>code pegs</i> of six different colors (or more; see Variations below), with round heads, which will be placed in the large holes on the board; and</li><li><i>key pegs</i>, 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.</li></ul><p>Both players decide in advance how many games they will play and it must be an even number. One player becomes a code breaker, the other a code breaker. The codemaker selects a pattern from four code pins. Duplicates and blanks are allowed at the player's choice, so the player can even select four code buttons of the same color or four blanks. In the event that the blanks are not selected as part of the game, the code breaker may not use the blanks to determine the final code. The selected pattern is placed in four holes covered by the guard, which are visible to the code maker but not to the code breaker.</p><p>The code breaker tries to guess the pattern in both order and color within eight to twelve rounds. Each guess is made by placing a row of code pins on the decoding table. Once the code factor is in place, it provides feedback by placing a row from zero to four in the small holes with a guess. A colored or black key bar is placed on each code pin based on a guess, which is correct in both color and location. The white keyboard indicates that the correct color code is attached to the wrong location</p><p>If there are duplicate colours in the guess, they cannot all be awarded a key peg unless they correspond to the same number of duplicate colours in the hidden code. For example, if the hidden code is red-red-blue-blue and the player guesses red-red-red-blue, the codemaker will award two colored key pegs for the two correct reds, nothing for the third red as there is not a third red in the code, and a colored key peg for the blue. No indication is given of the fact that the code also includes a second blue.</p><p>Once feedback is provided, another guess is made; guesses and feedback continue to alternate until either the codebreaker guesses correctly, or all rows of the decoding boards are full.</p><p>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 guess 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.</p><p>Other rules may be specified." Source: <strong>Mastermind (board game) Wikipedia </strong><a href="https://en.wikipedia.org/wiki/Mastermind_(board_game)">https://en.wikipedia.org/wiki/Mastermind_(board_game)</a></p>

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