Break the Code Vintage 1972 Master Mind Invicta Strategy Board Game
Secondhand
1 was available
R30.00
minimum increment
R61.00
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Break the Code Vintage 1972 Master Mind Invicta Strategy Board Game
A VINTAGE 1972 MASTER MIND STRATEGY BOARD GAME. MASTERMIND IS A CODE BREAKING GAME FOR TWO PLAYERS INVENTED IN ISRAEL.
MASTERMIND WAS INVENTED IN 1970 BY MORDECAI MEIROWITZ AN ISRAELI POSTMASTER AND TELECOMMUNICATIONS EXPERT. AFTER PRESENTING THE IDEA TO MAJOR TOY COMPANIES IT WAS PICKED UP BY A PLASTICS COMPANY INVICTA IN THE UK. INVICTA PURCHASED ALL THE RIGHTS TO THE GAME AND THE FOUNDER, EDWARD JONES-FENLEIGH, REFINED THE GAME FURTHER. IT WAS RELEASED IN 19712.
Invicta originally manufactured it themselves, though they have since licensed its manufacture to Hasbro worldwide 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.
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 or more different colors with round heads, which will be placed in the large holes on the board; and Key pegs, some colored (often 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 number. One player becomes the codemaker, the other the codebreaker 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. The codebreaker tries to guess the pattern, in both order and color, within eight to twelve turns. Each guess is made by placing a row of code pegs on the decoding board.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. Once feedback is provided, another guess is made; guesses and feedback continue to alternate until either the codebreaker guesses correctly, or all rows on the decoding board are full.
SIZE BOX 13.5CM WIDE 32CM HIGH
CONDITION: FEW WHITE AND BLACK PEGS MISSING BUT STILL HAVE ENOUGH TO PLAY THE GAME AND BREAK THE CODE. BOX HAS SOME MINORWEAR AND TEARS.
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