Mastermind. Hasbro Spiele. ALTER: Ab 8 Jahre. Händlersuche. Lade die Spielanleitung herunter · products page url. Beschreibung. Formen („Grand Mastermind“). Page Informatik-Sommercamp Mastermind - Variationen. ○ Fragen. Mastermind Spielanleitung - kostenloser Download - Hasbro Spiel - jetzt gratis Mastermind Anleitung downloaden.
Mastermind (Spiel)Mastermind bedeutet Superhirn. Die farbigen Stifte steckt man in ein Gestell und der Gegner muss erraten welcher Farbcode gemeint ist. Formen („Grand Mastermind“). Page Informatik-Sommercamp Mastermind - Variationen. ○ Fragen. Bedienungsanleitung Hasbro Mastermind. Lesen Sie die Hasbro Mastermind Anleitung gratis oder fragen Sie andere Hasbro Mastermind-Besitzer.
Mastermind Anleitung Mastermind Spende VideoMastermind (Code Breaker) How to Win
Assign each player a role. One player must make the code and give clues, and the other must try to break it.
Orient the board so that the shielded end faces the player making the code. A sequence of four colored pegs is chosen by the code maker and placed within the code shield.
The sequence can incorporate one to four different colors. Most Mastermind boards include at least six different colors of pegs, which means that not all colors can be played at one time.
Cookie Settings. Learn why people trust wikiHow. Explore this Article parts. Tips and Warnings. Related Articles. Article Summary. Part 1 of Have the code maker select a code.
Mastermind board games have a row of holes set apart at one end of the board, hidden from view under a hinged shield. The person who plays the code maker secretly takes a few colored pegs and places them in that row of holes, in any order.
This is the code that the codebreaker will try to guess. The code maker must put a peg in every hole. He has the option to use more than one peg of the same color.
For example, he could put down Green Yellow Yellow Blue. Have the code breaker place her first guess. The other player, or the only player in video game versions, tries to guess what the hidden code is.
Sitting on the opposite end of the board, she picks up the large colored pegs and places them in the nearest row of large holes.
For example, she could put down Blue Orange Green Purple. Your Mastermind game might have more holes or different colored pegs.
Ask the code maker to give feedback. Next to each "guess row" is a small square with enough holes for four tiny pegs. These pegs only come in two colors: white and red or white and black in some versions.
The code maker uses this to give clues about how good the guess was. The code maker must be honest, and always puts down pegs using these instructions:  X Research source Each white peg means that one of the guessed pegs is correct, but is in the wrong hole.
Each red or black peg means that one of the guessed pegs is correct, and is in the right hole. The order of the white and black pegs does not matter.
Learn through examples. In our example above, the code maker secretly chose Yellow Yellow Green Blue.
The code breaker guessed Blue Orange Green Purple. The code maker looks at this guess to find out which hint pegs to place: Peg 1 is Blue. There is a blue in the code, but it is not in position 1.
This earns a white hint peg. Peg 2 is Orange. There is no orange in the code, so no hint peg gets put down. Peg 3 is Green. There is a green in the code, and it is in position 3.
This earns a red or black hint peg. Peg 4 is Purple. There is no purple in the code, so no hint peg gets put down. Repeat with the next row.
The code breaker now has a little information. In our example, she got one white hint, one red hint, and two empty holes. That means of the four pegs she put down, one of them belongs but needs to be moved to a different hole, one of them is already in the right place, and two of them don't belong in the code.
You have a great model for Networking… Actually, the best I have ever seen. You would make an excellent professor! Her assistance with the training was educational, motivational and inspiring!
Send her to train us anytime! Thank you! Mastermind bedeutet Superhirn. Ziel des Spieles ist es, einen Code zu erraten, den der Gegenspieler sich beliebig ausdenkt und dabei mit Stiften festlegen muss.
Es gibt auch Varianten mit zwei Spielbrettern, wo jeder Mitspieler zugleich auf einem Brett Rater und auf dem anderen Brett Codierer ist und beide ab- wechselnd fragen.
Die Aufgabe des Codierers nach dem Festlegen des Farbcodes ist einfach; er muss nur mit richtig oder falsch antworten, weshalb der Part des Codierers einem Computer anvertraut werden kann.