Official Mastermind Rules

Last Updated on December 13, 2025 by The Official Game Rules Team

Mastermind is a classic logic and deduction game where players create and break secret color codes. One player sets a hidden code, while others use careful guesses and feedback to crack it. With multiple game modes and scoring systems, Mastermind rewards sharp reasoning and strategic thinking.

mastermind by hasbro game box product photo

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How to Play Mastermind


Components

The game includes:

  • Mastermind game unit with built-in code-setting mechanism
  • 96 colored pegs in 8 colors:
    • White, Pink, Green, Red, Orange, Silver, Yellow, Blue

Setup

  1. Assemble the Mastermind game unit according to the instructions.
  2. Place the game in the center of the play area.
  3. Pour all colored pegs into the tray and discard the bag.
  4. Prepare a scorecard for tracking points (you may write one out or photocopy the original).

Classic Head-to-Head Game (2 Players)

Objective

Win the most rounds.

  • The Codemaker wins a round if the code is broken within 12 guesses.
  • The Codebreaker wins if the code is not cracked within 12 guesses.

Gameplay

  1. Decide who will be the first Codemaker. The Codemaker sits behind the rotating end of the board, with the Codebreaker opposite.
  2. Agree on an even number of rounds to play.
  3. At the start of each round, the Codemaker secretly sets a code using the code-setting unit:
    • The code consists of four different colors
    • Each color may be used only once
    • The code must remain hidden from the Codebreaker
  4. The Codebreaker begins guessing by placing four pegs into a row, starting with the row farthest from the Codemaker and moving closer with each new guess.
  5. After each guess, the Codemaker provides feedback using the scoring sliders (see Scoring below).
  6. All guesses and scores remain visible throughout the round.
  7. If the Codebreaker guesses the code correctly, the Codemaker reveals the code and the round ends.
    • When revealing the code, do not rotate the unit in a way that reverses the order.
  8. Record the round winner, then switch roles.

The game ends after the agreed number of rounds. The player who wins the most rounds is the overall winner.


Scoring (2 Players)

  • White slider: One notch for each correct color in the wrong position
  • Red slider: One notch for each correct color in the correct position

Group Game (3–5 Players)

Objective

Finish the game with the highest total score.


Gameplay

  1. Play one round per player.
  2. In each round, a different player acts as the Codemaker.
  3. The Codemaker sets a secret code as usual.
  4. The player to the Codemaker’s left guesses first. Turns continue clockwise.
  5. After each guess, the Codemaker scores the guess.
  6. All guesses and scoring remain visible to help later players.
  7. Once the code is guessed, the Codemaker reveals it and the round ends.
  8. Start the next round with a new Codemaker.

Scoring (3–5 Players)

During Guessing

  • Correct color, wrong position:
    • Codebreaker scores 1 point
    • Pull out the white slider one notch
  • Correct color, correct position:
    • Codemaker scores 4 points
    • Pull out the red slider one notch
  • Exact code guessed:
    • Codebreaker scores 10 points

Codemaker scores are recorded on the scorecard at the end of each round.


Codebreaker Bonus Scores (End of Round)

If the Codebreaker does not guess the code:

3 Players

  • Codebreaker scores 45 points

4 Players

  • Codebreaker scores 30 points

5 Players

  • Codebreaker scores 25 points

If the code is guessed, the Codebreaker’s score depends on the row in which the code was cracked (as shown on the official score table).


Advanced Play

For a more challenging game:

  • The Codemaker may use duplicate colors in the code.
  • This rule must be agreed upon before the game begins.
  • The Codemaker does not tell the Codebreakers whether duplicates are being used.

Using the Scorecard

  • Each vertical column represents a player.
  • Each horizontal row represents a round.
  • Record individual scores in the white boxes.
  • When a code is cracked, total the green boxes.
  • Add the Codemaker’s score in the yellow boxes.
  • After all rounds, add up each player’s total score.
  • The highest total score wins.

Strategy Tip: Making Better Guesses

Early guesses provide limited information, but every result matters. Rows with no scoring clues are especially useful, as they show which colors are not in the code. Over time, patterns emerge that help narrow down the correct solution.


Storage

To store the game:

  1. Place all pegs into the tray.
  2. Replace the peg cover.
  3. Unscrew the Mastermind unit and return all components to the box.

Conclusion

Mastermind remains a timeless test of logic, deduction, and patience. Whether played head-to-head or in a group, the game rewards careful thinking and clever guessing, making it a favorite for players of all ages.


FAQ – Mastermind Rules

Q: Can colors be repeated in the code?

Not in standard play. Repeated colors are only allowed in Advanced Play.

Q: How many guesses does the Codebreaker get?

In the 2-player game, the Codebreaker has up to 12 guesses.

Q: Do scoring sliders match specific pegs?

No. Scoring only shows how many colors are correct, not which ones.

Q: Is Mastermind luck-based?

No. While early guesses may feel uncertain, Mastermind is a pure logic game.

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