Try to guess the other player's secret code
in as few turns as possible.
Mastermind game with:
9 rows of large holes (for color-coded jungle
9 rows of small holes (for creature scoring pieces)
3 holes (for the hidden code)
Rocky Mountain tray (to hide the hidden code
and for storing the creature scoring pieces)
72 jungle animals in 6 colors
15 small red creature pieces for scoring
15 small white creature pieces for scoring.
The younger player will be the first player
to set the secret code (codemaker). The other player must guess the code
Place the game between both players so that
the secret code holes face the codemaker. Lift the Rocky Mountain section
and place it off to the side for now.
Separate the larger, color-coded animals from
the smaller red and white creature scoring pieces. Place the jungle animals
in the storage area in the game unit and place the creature pieces in the
Rocky Mountain section.
The codemaker secretly sets up a line of
3 jungle animals in the code holes using any combination of the six colors.
Then the codemaker carefully places the Rocky Mountain section over the
code. The other player-the-codebreaker- must not be able to see your code
The codebreaker must now try to guess the
secret code by placing jungle animals in the large holes. Each time the
codebreaker places a row of jungle animals, the codemaker will let them
know how they're doing by using the red and white creature pieces (see
Scoring, below). Keep each row of jungle animals on the board throughout
the game. Looking back at your turns will help you get closer to breaking
For Younger Players:
The object for younger players is to guess
the colors of animals in the secret code. The codemaker should place one
white creature piece in the scoring holes for each jungle animal of the
correct color. It does not matter whether it is in the correct position
For Older Players:
You must guess the color and position of
each of the animals.
Red creature pieces:
The codemaker places one of these in the
scoring peg holes for each jungle animal that is the correct color and
in the correct position as a jungle animal behind the Rocky Mountains.
White creature pieces:
The codemaker place ones of these in the
scoring peg holes for each jungle animal that is the correct color, but
in an incorrect position.
For Expert Players:
The game is played the same as for older
players. However, the codemaker may choose to leave one or more spaces
blank when setting the code. This means that there are seven "color" possibilities
to choose from. You can also use one color more than once.
Use the red and white creature pieces the
same way as in the game for older players, treating an empty hole the same
as you would a color.
The winner is the player who guesses the
opponent's, code in the fewest turns. If you are playing more than one
game as the codemaker, add up the number of games each player has won.
We appreciate your comments on MASTERMIND FOR KIDS
Please include your address with your
Pressman Toy Corp.
Dept.: MASTERMIND Kids
745 Joyce Kilmer Ave.
New Brunswick, NJ 08901
Or E-mail us at: Custserv@Pressman-Toy.Com
Our Customer Service number is 1-800-800-0298.
Calls are accepted Monday through Friday
from 10:00 am until 4:00 pm EST.
© 1996 Pressman Toy Corporation.
All rights reserved.
Illustrations ©1994 Hasbro International
Inc. All rights reserved.
By agreement with Invicta Toys and Games
MASTERMIND® is a registered trademark.
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