Mastermind (board game) | Card Game Database Wiki | Fandom powered by Wikia Edit 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; see Variations below) different colors, with round heads, which will be placed in the large holes on the board; and key pegs, some colored or black, 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. Duplicates are allowed, so the player could even choose four code pegs of the same color. The chosen pattern is placed in the four holes covered by the shield, visible to the codemaker but not to the codebreaker.

[3] The codebreaker tries to guess the pattern, in both order and color, within twelve (or ten, or eight) 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 or black key peg is placed for each code peg from the guess which is correct in both color and position. A white key peg indicates the existence of a correct color code peg placed in the wrong position. [4] File:ColorCode.png 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 white-white-black-black and the player guesses white-white-white-black, the codemaker will award two colored key pegs for the two correct whites, nothing for the third white as there is not a third white in the code, and a colored key peg for the black. No indication is given of the fact that the code also includes a second black.

[5] Once feedback is provided, another guess is made; guesses and feedback continue to alternate until either the codebreaker guesses correctly, or twelve (or ten, or eight) incorrect guesses are made. The codemaker gets one point for each guess a codebreaker makes. An extra point is earned by the codemaker if the codebreaker doesn't guess the pattern exactly in the last guess. (An alternative is to score based on the number of colored key pegs placed.) The winner is the one who has the most points after the agreed-upon number of games are played. Other rules may be specified. [6] History Edit Since 1971, the rights to Mastermind have been held by Invicta Plastics of Oadby , near Leicester , UK . (Invicta always named the game Master Mind.) They originally manufactured it themselves, though they have since licensed its manufacture to Hasbro worldwide, with the exception of Pressman Toys and Orda Industries who have the manufacturing rights to the United States and Israel, respectively. [7] Starting in 1973, the game box featured a photograph of a well-dressed, distinguished-looking man seated in the foreground, with an east Asian woman standing behind him.

The two amateur models (Bill Woodward and Cecilia Fung) reunited in June 2003 to pose for another publicity photo. [8] Algorithms With four pegs and six colors, there are 64 = 1,296 different patterns (allowing duplicate colors). Five-guess algorithm In 1977, Donald Knuth demonstrated that the codebreaker can solve the pattern in five moves or fewer, using an algorithm that progressively reduced the number of possible patterns. [9] The algorithm works as follows: Create the set S of 1296 possible codes, 1111,1112,.., 6666. Start with initial guess 1122 (Knuth gives examples showing that some other first guesses such as 1123, 1234 do not win in five tries on every code). Play the guess to get a response of colored and white pegs. If the response is four colored pegs, the game is won, the algorithm terminates. Otherwise, remove from S any code that would not give the same response if it (the guess) were the code.

Apply minimax technique to find a next guess as follows: For each possible guess, that is, any unused code of the 1296 not just those in S, calculate how many possibilities in S would be eliminated for each possible colored/white peg score. The score of a guess is the minimum number of possibilities it might eliminate from S. From the set of guesses with the maximum score, select one as the next guess, choosing a member of S whenever possible. (Knuth follows the convention of choosing the guess with the least numeric value e.g. 2345 is lower than 3456. Knuth also gives an example showing that in some cases no member of S will be among the highest scoring guesses and thus the guess cannot win on the next turn, yet will be necessary to assure a win in five.) Repeat from step 3. Subsequent mathematicians have been finding various algorithms that reduce the average number of turns needed to solve the pattern: in 1993, Kenji Koyama and Tony W. Lai found a method that required an average of 5625/1296 = 4.340 turns to solve, with a worst-case scenario of six turns.

[10] The minimax value in the sense of game theory is 5600/1296 = 4.321. [11] A Genetic Algorithm Edit A new algorithm with an embedded GA, where a large set of eligible codes is collected throughout the different generations. The quality of each of these codes is determined based on a comparison with a selection of elements of the eligible set. [12] The algorithm works as follows: Set i=1. Play Fixed initial guess G1. Guess the response X1 and X2. While (Xi != P) do. Set Ei = Empty Set and h = 1. Initialize population. While(h <= maxgen AND |Ei| <= maxsize). Generate New population using crossover , mutation , inversion and permutation. Calculate Fitness. Add Eligible combinations to Ei. h = h+1. Play Guess Gi which belongs to Ei Get response Xi and Yi End While Edit In November 2004, Michiel de Bondt proved that solving a Mastermind board is an NP-complete problem when played with n pegs per row and two colors, by showing how to represent any one-in-three 3SAT problem in it.

He also showed the same for Consistent Mastermind (playing the game so that every guess is a candidate for the secret code that is consistent with the hints in the previous guesses). [13] The Mastermind satisfiability problem is a decision problem that asks, "Given a set of guesses and the number of colored and white pegs scored for each guess, is there at least one secret pattern that generates those exact scores?" (If not, then the codemaker must have incorrectly scored at least one guess.) In December 2005, Jeff Stuckman and Guo-Qiang Zhang showed in an arXiv article that the Mastermind satisfiability problem is NP-complete. [14] Variations Edit Varying the number of colors and the number of holes results in a spectrum of Mastermind games of different levels of difficulty. Another common variation is to support different numbers of players taking on the roles of codemaker and codebreaker.

The following are some examples of Mastermind games produced by Invicta , Parker Brothers , Pressman , Hasbro , and other game manufacturers: Game Mastermind (board game) - The Full Wiki The Full Wiki More info on Mastermind (board game) Wikis Note: Many of our articles have direct quotes from sources you can cite, within the Wikipedia article! This article doesn't yet, but we're working on it! See more info or our list of citable articles . Related top topics From Wikipedia, the free encyclopedia Mastermind A game of Mastermind completed. Players Some For other uses, see Mastermind . Mastermind or Master Mind is a code -breaking game for two players. The modern game with pegs was invented in 1970 by Mordecai Meirowitz , an Israeli postmaster and telecommunications expert, but the game resembles an earlier pencil and paper game called bulls and cows that may date back a century or more.

Contents Gameplay and rules 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) additional rows containing four large holes next to a set of four small holes; code pegs of six (or more; see Variations below) different colors, with round heads, which will be placed in the large holes on the board; and key pegs, some colored (often black), 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. Duplicates are allowed, so the player could even choose four code pegs of the same color. The chosen pattern is placed 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 twelve (or ten, or eight) 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 (often black) key peg is placed for each code peg from the guess which is correct in both color and position. A white peg indicates the existence of a correct color peg placed in the wrong position. 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 white-white-black-black and the player guesses white-white-white-black, the codemaker will award two colored pegs for the two correct whites, nothing for the third white as there is not a third white in the code, and a colored peg for the black. No indication is given of the fact that the code also includes a second black. Once feedback is provided, another guess is made; guesses and feedback continue to alternate until either the codebreaker guesses correctly, or twelve (or ten, or eight) incorrect guesses are made. The codemaker gets one point for each guess a codebreaker makes. An extra point is earned by the codemaker if the codebreaker doesn't guess the pattern exactly in the last guess.

(An alternative is to score based on the number of colored key pegs placed.) The winner is the one who has the most points after the agreed-upon number of games are played. History Since 1971, the rights to Mastermind have been held by Invicta Plastics of Oadby , near Leicester , UK . (Invicta always named the game Master Mind.) They originally manufactured it themselves, though they have since licensed its manufacture to Hasbro in most of the world, and two other manufacturers who have the United States and Israel manufacturing rights. Starting in 1973, the game box featured a photograph of a well-dressed, distinguished-looking white man seated in the foreground, with an attractive Asian woman standing behind him. The two amateur models (Bill Woodward and Cecilia Fung) reunited in June 2003 to pose for another publicity photo. [1] Algorithms With four pegs and six colors, there are 64 = 1296 different patterns. Advertisements Six-guess algorithm The following algorithm solves the (six-color) game in six or fewer guesses. It has a general procedure and a few listed exceptions. In this section the six colours are referred to as letters a through f.

Divide the 1296 possible games into four categories: 0 duplicates (eg abcd) 2 duplicates (eg aabb or aaab) 3 duplicates (eg aaaa) The general process is to list all the games that could be correct with the data so far. The list should be sorted by ascending number of duplicates and within each duplicate level alphabetically. Before guess 1, the list is all 1296 games; thus guess 1 is always "abcd." If the reply to guess 1 is "0 0," for example, then the list afterwards comprises the 16 games involving only e and f.

Each subsequent guess is the first game remaining in the list, with the following exceptions: Guess 2 is always "bcde" Guess 3 is always "cdef" If the list for guess 4 starts with a game on the left side of the list below, then use the game to its right instead: "acfb" → "dcad" "aaee" → "dddf" Five-guess algorithm In 1977, Donald Knuth demonstrated that the codebreaker can solve the pattern in five moves or fewer, using an algorithm that progressively reduced the number of possible patterns. [2] The algorithm works as follows: The first guess is aabb. Calculate which possibilities (from the 1296) would give the same score of colored and white pegs if they were the answer. Remove all the others. For each possible guess (not necessarily one of the remaining possibilities) and for each possible colored/white score, calculate how many possibilities would be eliminated. The score of the guess is the least of such values. Play the guess with the highest score ( minimax ). Go back to step 2 until you have got it right.

while coloredScore != 0 if numberOfTries == 0 guess("aabb") else maximumGuess = "" maximumGuessScore = 0 foreach possibleGuess thisScore = 9999 foreach possibleScore number_of_removals = count_removals(guess, score) thisScore = min(number_of_removals, thisScore) if thisScore > maximumGuessScore maximumGuessScore = thisScore maximumGuess = guess guess(maximumGuess) Subsequent mathematicians have been finding various algorithms that reduce the average number of turns needed to solve the pattern: in 1993, Mami Koyama and Tony W. Lai found a method that required an average of 4.340 turns to solve, with a worst case scenario of six turns. [3] In December 2005, Jeff Stuckman and Guo-Qiang Zhang showed in an arXiv article that the Mastermind Satisfiability Problem is NP-complete . [4] Variations Varying the number of colors and the number of holes results in a spectrum of Mastermind games of different levels of difficulty. Another common variation is to support different numbers of players taking on the roles of codemaker and codebreaker.

The following are some examples of Mastermind games produced by Invicta, Parker Brothers , Pressman , Hasbro , and other game manufacturers: Game mastermind board game : definition of mastermind board game and synonyms of mastermind board game (English) Gameplay and rules 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) additional rows containing four large holes next to a set of four small holes; code pegs of six (or more; see Variations below) different colors, with round heads, which will be placed in the large holes on the board; and key pegs, some colored or black, 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. Duplicates are allowed, so the player could even choose four code pegs of the same color.

The chosen pattern is placed 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 twelve (or ten, or eight) 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 or black key peg is placed for each code peg from the guess which is correct in both color and position. A white key peg indicates the existence of a correct color code peg placed in the wrong position. Screenshot of software implementation (ColorCode) illustrating the example. 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 white-white-black-black and the player guesses white-white-white-black, the codemaker will award two colored key pegs for the two correct whites, nothing for the third white as there is not a third white in the code, and a colored key peg for the black.

No indication is given of the fact that the code also includes a second black. Once feedback is provided, another guess is made; guesses and feedback continue to alternate until either the codebreaker guesses correctly, or twelve (or ten, or eight) incorrect guesses are made. The codemaker gets one point for each guess a codebreaker makes. An extra point is earned by the codemaker if the codebreaker doesn't guess the pattern exactly in the last guess. (An alternative is to score based on the number of colored key pegs placed.) The winner is the one who has the most points after the agreed-upon number of games are played. History This section requires expansion . Since 1971, the rights to Mastermind have been held by Invicta Plastics of Oadby , near Leicester , UK . (Invicta always named the game Master Mind.) They originally manufactured it themselves, though they have since licensed its manufacture to Hasbro in most of the world, and two other manufacturers who have the United States and Israel manufacturing rights[ which? ]. Starting in 1973, the game box featured a photograph of a well-dressed, distinguished-looking white man seated in the foreground, with an attractive Asian woman standing behind him.

The two amateur models (Bill Woodward and Cecilia Fung) reunited in June 2003 to pose for another publicity photo. [1] Algorithms With four pegs and six colors, there are 64 = 1296 different patterns (allowing duplicate colors). Six-guess algorithm This article may contain original research . Please improve it by verifying the claims made and adding references . Statements consisting only of original research may be removed. (June 2008) The following algorithm solves the (six-color) game in six or fewer guesses. It has a general procedure and a few listed exceptions. In this section the six colours are referred to as letters a through f. Divide the 1296 possible games into four categories: 0 duplicates (e.g. abcd) 2 duplicates (e.g. aabb or aaab) 3 duplicates (e.g. aaaa) The general process is to list all the games that could be correct with the data so far. The list should be sorted by ascending number of duplicates and within each duplicate level alphabetically.

Before guess 1, the list is all 1296 games; thus guess 1 is always "abcd." If the reply to guess 1 is "0 0," for example, then the list afterwards comprises the 16 games involving only e and f. Each subsequent guess is the first game remaining in the list, with the following exceptions: Guess 2 is always "bcde" Guess 3 is always "cdef" If the list for guess 4 starts with a game on the left side of the list below, then use the game to its right instead: "acfb" → "dcad" "aaee" → "dddf" Five-guess algorithm In 1977, Donald Knuth demonstrated that the codebreaker can solve the pattern in five moves or fewer, using an algorithm that progressively reduced the number of possible patterns. [2] The algorithm works as follows: Create a set S of remaining possibilities (at this point there are 1296). The first guess is aabb. Remove all possibilities from S that would not give the same score of colored and white pegs if they were the answer.

For each possible guess (not necessarily in S) calculate how many possibilities from S would be eliminated for each possible colored/white score. The score of the guess is the least of such values. Play the guess with the highest score ( minimax ). Go back to step 2 until you have got it right. Subsequent mathematicians have been finding various algorithms that reduce the average number of turns needed to solve the pattern: in 1993, Kenji Koyama and Tony W. Lai found a method that required an average of 4.340 turns to solve, with a worst case scenario of six turns. [3] Studies on Mastermind complexity and the satisfiability problem In November 2004, Michiel de Bondt proved that solving a Mastermind board is an NP-complete problem when played with n pegs per row and two colors, by showing how to represent any one-in-three 3SAT problem in it. He also showed the same for Consistent Mastermind (playing the game so that every guess is a candidate for the secret code that is consistent with the hints in the previous guesses).

[4] The Mastermind satisfiability problem is a decision problem that asks, "Given a set of guesses and the number of colored and white pegs scored for each guess, is there at least one secret pattern that generates those exact scores?" (If not, then the codemaker must have incorrectly scored at least one guess.) In December 2005, Jeff Stuckman and Guo-Qiang Zhang showed in an arXiv article that the Mastermind satisfiability problem is NP-complete. [5] Variations Varying the number of colors and the number of holes results in a spectrum of Mastermind games of different levels of difficulty. Another common variation is to support different numbers of players taking on the roles of codemaker and codebreaker. The following are some examples of Mastermind games produced by Invicta , Parker Brothers , Pressman , Hasbro , and other game manufacturers: Game GoldSim Blog: May 2015 Posted by Ryan Roper This last weekend, I went into nerd mode and created a GoldSim version of the classic game Mastermind. If you're not familiar with Mastermind, here's the Wikipedia article about it: Mastermind (board game) .

According to the article, "Mastermind...is a code-breaking game for two players. The modern game with pegs was invented in 1970 by Mordecai Meirowitz , an Israeli postmaster and telecommunications expert. It resembles an earlier pencil and paper game called Bulls and Cows that may date back a century or more." I play this game with my kids and it often leaves me musing about what kind of strategy or algorithm I might devise to more systematically make guesses to solve the code. This musing usually lasts about 5 or 10 minutes before I decide it's not worth my time and I go on with my life. However, recently I thought it would be a fun and interesting exercise to create a GoldSim version of Mastermind. Posted by Jason Lillywhite I recently searched for academic journal articles using Google Scholar to see what kinds of GoldSim applications have been written about in the past year or so. Despite the limitations inherent in this type of search, I was able to compile a reasonable list of modeling application categories. The results of this search returned a surprisingly broad spectrum of use cases in engineering, science and business. I was expecting to see one or two dominant areas of focus but instead found a rather uniform spectrum.

Many of the applications incorporated uncertainty and/or decision support, which I was pleased to see. Some heuristics for playing Mastermind Some heuristics for playing Mastermind Full Text: ACM SIGART Bulletin Homepage archive Issue 98, Oct. 1986 Concepts inSome heuristics for playing Mastermind Mastermind (board game) Mastermind or Master Mind is a code-breaking game for two players. The modern game with pegs was invented in 1970 by Mordecai Meirowitz, an Israeli postmaster and telecommunications expert, but the game resembles an earlier pencil and paper game called bulls and cows that may date back a century or more. more from Wikipedia Tools and Resources Wednesday August 24 | Mind Sports Olympiad Mind Sports Olympiad Annual Board Games Festival. Since 1997. Search 10:15am to 1:45pm £10 The first Mental Calculations World Championship took place in 1997 at the Mind Sports Olympiad. This event is held every year.

It consists of a range of different tasks including additions, subtractions, multiplications and divisions, working with fractions, calculation of square, cube & deeper roots, and calculation of weekdays for given dates, plus some surprise miscellaneous tasks. Mental calculation rules are those of standard maths test except that you are only allowed to write down the answer. No calculation devices (including phones, or watches with calculator functions) are permitted in the playing area. It is an event that is run under standard examination conditions. £10 5 rounds with a 15 minute+5 seconds per move time control. Xiangqi also called Chinese chess, is a strategy board game for two players. It is one of the most popular board games in China, and is in the same family as Western (or international) chess, chaturanga, shogi, Indian chess and janggi. Besides China and areas with significant ethnic Chinese communities, xiangqi is also a popular pastime in Vietnam. The game represents a battle between two armies, with the object of capturing the enemy’s general (king).

Distinctive features of xiangqi include the cannon (pao), which must jump to capture; a rule prohibiting the generals from facing each other directly; areas on the board called the river and palace, which restrict the movement of some pieces (but enhance that of others); and placement of the pieces on the intersections of the board lines, rather than within the squares. 10:15am to 1:45pm £10 Mensa Connections or Ingenious are the English names for Einfach Genial (Simply Ingenious), a German abstract strategy board game designed by Reiner Knizia under commission from Sophisticated Games and published in 2004 by Kosmos. Across most of Europe it is titled as the local translation of Ingenious or Simply Ingenious. The unusual victory condition (‘highest lowest score wins’) requires players to develop all six colours and drives a higher degree of strategic planning than would otherwise be the case. Tactical considerations include not only how many points a player will earn by placing a particular tile, but also which colours they will score on, often resulting in a trade-off between the two.

Building large blocks of one colour also leads to higher scoring opportunities for one’s opponent, and gameplay often revolves around a player tactically blocking a colour for which they have already established a scoring advantage. £10 Swiss pairings over 6 double rounds; 8min (guesser), 3min (setter). Mastermind or Master Mind is a code-breaking game for two players. The modern game with pegs was invented in 1970 by Mordecai Meirowitz, an Israeli postmaster and telecommunications expert. It resembles an earlier pencil and paper game called Bulls and Cows that may date back a century or more. The codebreaker tries to guess the pattern, in both order and color, within twelve (or ten, or eight) 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 or black key peg is placed for each code peg from the guess which is correct in both color and position. A white key peg indicates the existence of a correct color code peg placed in the wrong position.

Entropy World Championship 2:15pm to 6pm & 7pm to 10:30pm £15 (register for Double Session) Swiss pairings with 6 double rounds, with a 15 minute time control. Entropy is a two-player abstract strategic game designed by Eric Solomon in 1977. The game is sold commercially under the names Hyle (for a simplified version played on a 5×5 board) and Hyle7. The game is played on a square 7×7 grid of cells. One player (“Chaos”) draws coloured chips at random from a bag and places each one on the board in an empty space. The other player (“Order”) may slide any chip horizontally or vertically through any number of empty spaces, to rest in a previously empty space. The “Order” player is allowed to pass. When the grid is full, Order scores for any palindromic patterns of chip colors (e.g. “red–green–blue–green–red”) that have been formed horizontally or vertically.

10.15am to 6pm (lunch break 1.30pm-2.15pm) £15 Swiss pairings over 4 rounds with 4 players per board. Carcassonne is a tile-based German-style board game for two to five players, designed by Klaus-Jürgen Wrede and published in 2000 by Hans im Glück in German and by Rio Grande Games (until 2012) and Z-Man Games (currently) in English. It received the Spiel des Jahres and the Deutscher Spiele Preis awards in 2001. It is named after the medieval fortified town of Carcassonne in southern France, famed for its city walls. The game board is a medieval landscape built by the players as the game progresses. The game starts with a single terrain tile face up and 71 others shuffled face down for the players to draw from. On each turn a player draws a new terrain tile and places it adjacent to tiles that are already face up. The new tile must be placed in a way that extends features on the tiles it abuts: roads must connect to roads, fields to fields, and cities to cities.

A part of a game board after several turns. After placing each new tile, the placing player may opt to station a piece (called a “follower”) on a feature of that newly placed tile. The placing player may not use a follower to claim any features of the tile that extend or connect features already claimed by another player. However, it is possible for terrain features claimed by opposing players to become “shared” by the subsequent placement of tiles connecting them. For example, two field tiles which each have a follower can become connected into a single field by another terrain tile. The game ends when the last tile has been placed. At that time, all features (including fields) score points for the players with the most followers on them. The player with the most points wins the game. Shogi 2:15pm to 6:00pm £10 Swiss pairings over 4 rounds with 15 minutes per player and a 30 second increment per move.

Shogi is also known as Japanese chess or the Generals’ Game, is a two-player strategy board game in the same family as Western (international) chess, chaturanga, makruk, shatranj and xiangqi, and is the most popular of a family of chess variants native to Japan. Shōgi means general’s board game. Shogi is similar to chess but has a much larger game tree complexity because of the use of drops. The opening consists of arranging one’s defenses and positioning for attack, the mid game consists of attempting to break through the opposing defenses while maintaining one’s own, and the end game starts when one side’s defenses have been compromised. Tetris 7pm to 10:30pm £10 Tetris Battle (1v1 Nintendo Wii Party Deluxe in Battle Mode). Swiss pairings over 6 rounds; each round is best of 3 games. Tetris is a tile-matching puzzle video game originally designed and programmed by Alexey Pajitnov in the Soviet Union. It was released on June 6, 1984, while he was working for the Dorodnicyn Computing Centre of the Academy of Science of the USSR in Moscow.

He derived its name from the Greek numerical prefix tetra- (each of the game’s pieces contains four segments) and tennis, Pajitnov’s favorite sport. Pineapple Poker 7pm to 10:30pm £10 When playing the game of Pineapple Poker, the dealer will give each player three cards, instead of the usual two. Once the cards are dealt, the bets can then be placed. After the bets come the flop, which uses all three cards, similar to Hold’em. Another betting round takes place, after which each poker player must get rid of one of their three cards, leaving two cards in their hand. Pineapple Poker is played using the traditional rules of Hold’em, with the difference being that the extra, or third card, is discarded. The timing of the discard is different in Pineapple Poker as well. Note that this event qualifies toward the Amateur Poker World Championship. Race for the Galaxy 7pm to 10:30pm £10, 3 rounds of 60 minutes In the card game Race for the Galaxy, players build galactic civilizations by playing game cards in front of them that represent worlds or technical and social developments.

Some worlds allow players to produce goods, which can be consumed later to gain either card draws or victory points when the appropriate technologies are available to them. These are mainly provided by the developments and worlds that are not able to produce, but the fancier production worlds also give these bonuses. At the beginning of each round, players each select, secretly and simultaneously, one of the seven roles which correspond to the phases in which the round progresses. By selecting a role, players activate that phase for this round, giving each player the opportunity to perform that phase’s action. For example, if one player chooses the settle role, each player has the opportunity to settle one of the planets from their hand. The player who has chosen the role, however, gets a bonus that applies only to him. But bonuses may also be acquired through developments, so one must be aware when another player also takes advantage of his choice of role.

>> 1000Games.com - 1000Games.net - 1000Games.de - 1000Games.eu - GameWorld.in << more board-games on page 2 A board game is a game that involves counters or pieces moved or placed on a pre-marked surface or "board", according to a set of rules. Games can be based on pure strategy, chance (e.g. rolling dice) or a mixture of the two, and usually have a goal that a player aims to achieve. Early board games represented a battle between two armies, and most current board games are still based on defeating opposing players in terms of counters, winning position or accrual of points (often expressed as in-game currency). Wikipedia-Link: Board game Draughts is a group of strategy board games between two players which involve diagonal moves of uniform pieces and mandatory captures by jumping over enemy pieces. Draughts developed from alquerque. The name derives from the verb to draw or to move.

The most popular forms are international draughts, played on a 10ï¿½10 board, and English draughts, also called American checkers, played on an 8ï¿½8 checkerboard, but there are many other variants including several played on a 12ï¿½12 board. Wikipedia-Link: Draughts Halma is a strategy board game invented in 1883 or 1884 by an American thoracic surgeon at Harvard Medical School, George Howard Monks. The inspiration was an English game called Hoppity, which was devised in 1854. Playing equipment consists of a checkered board divided into 16ï¿½16 squares. Pieces may be small checkers or counters, or wooden or plastic cones or men resembling small chess pawns. Piece colors are typically black and white for two-player games, and of various colours or other distinction in games of four players. Wikipedia-Link: Halma Ataxx (also known by such names as Infection, SlimeWars and Frog Cloning) is a board game that first appeared in 1990 as an arcade video game by The Leland Corporation.

It also appeared in 1990 as the video game Spot and later as the Microscope Puzzle from the 1993 CD-ROM game The 7th Guest. The game was invented by Dave Crummack and Craig Galley in 1988 and was originally called Infection. Wikipedia-Link: Ataxx Mahjong is a game that originated in China, commonly played by four players (with some three-player variations found in Korea and Japan). While the single-player tile-matching game mahjong solitaire is familiar in the West, the four-player table version is predominant in Asia. The solitaire version of the game has little in common with traditional mahjong, other than using the same tiles. Similar to the Western card game rummy, mahjong is a game of skill, strategy and calculation and involves a certain degree of chance. Wikipedia-Link: Mahjong Mastermind or Master Mind is a code-breaking game for two players. The modern game with pegs was invented in 1970 by Mordecai Meirowitz, an Israeli postmaster and telecommunications expert, but the game resembles an earlier pencil and paper game called Bulls and Cows that may date back a century or more.

Wikipedia-Link: Mastermind (board game) Nine Menï¿½s Morris is a strategy board game for two players that emerged from the Roman Empire. The game is also known as Nine Man Morris, Mill, Mills, The Mill Game, Merels, Merrills, Merelles, Marelles, and Morelles in English. The game has also been called Cowboy Checkers and was once printed on the back of checkerboards. Nine Menï¿½s Morris is a solved game in which either player can force the game into a draw. Three main variants of Nine Menï¿½s Morris are Three, Six, and Twelve Menï¿½s Morris. Wikipedia-Link: Nine Menï¿½s Morris Reversi (marketed by Pressman under the trade name Othello) is a strategy board game for two players, played on an 8x8 uncheckered board. There are 64 identical pieces called 2disks" (often spelled "discs"), which are light on one side and dark on the otherï¿½physically with an actual set, or conceptually via computerï¿½to correspond with the opponents in a game.

Wikipedia-Link: Reversi Chess is a two-player strategy board game played on a chessboard, a checkered gameboard with 64 squares arranged in an eight-by-eight grid. It is one of the worldï¿½s most popular games, played by millions of people worldwide at home, in clubs, online, by correspondence, and in tournaments. Wikipedia-Link: Chess Peg solitaire is a board game for one player involving movement of pegs on a board with holes. Some sets use marbles in a board with indentations. The game is known simply as Solitaire in the United Kingdom where the card games are called Patience. It is also referred to as Brainvita (especially in India). Wikipedia-Link: Peg solitaire Backgammon is one of the oldest board games for two players. The playing pieces are moved according to the roll of dice, and players win by removing all of their pieces from the board. There are many variants of backgammon, most of which share common traits. Backgammon is a member of the tables family, one of the oldest classes of board games in the world.

Wikipedia-Link: Backgammon Kalah, also called Kalaha or Mancala, is a game in the mancala family popularized in the United States by William Julius Champion Jr in 1940. This game heavily favors the starting player, who will always win the three-seed to six-seed versions with perfect play. This game is sometimes also called "Kalahari", possibly by false etymology from the Kalahari desert in Namibia. Mastermind definition/meaning more generic words: intellect / intellectual = a person who uses the mind creatively more specific word: prodigy = an unusually gifted or intelligent (young) person Alternative definition of the noun mastermind noun A person with an extraordinary intellect or skill that is markedly superior to his or her peers. A person responsible for the highest level of planning and execution of a major operation. Definition of the verb mastermind What does mastermind mean as a doing word?

verb - inflections: masterminded | masterminding | masterminds plan and direct (a complex undertaking) example: he masterminded the robbery lexical domain: Cognition - verbs of thinking, judging, analyzing, doubting more generic word: plan = make plans for something more specific word: choreograph = plan and oversee the development and details of Alternative definition of the verb mastermind verb To act in the role of mastermind. Games Mastermind or Master Mind is a code-breaking game for two players. The modern game with pegs was invented in 1970 by Mordecai Meirowitz, an Israeli postmaster and telecommunications expert. It resembles an earlier pencil and paper game called Bulls and Cows that may date back a century or more. also known as 珠璣妙算 "Mastermind" is a video game. genre: Strategy video game Film "Mastermind" is a Charlie Chan spoof filmed in 1969 that sat on the shelf for seven years before receiving a limited theatrical release in 1976. It has developed a cult following in recent years since making its home video debut.

The second of producer Malcolm Stuart's two-picture deal with screenwriter, William Peter Blatty, the project was inspired by the success of the 1964 Peter Sellers comedy, A Shot in the Dark which Blatty had co-written with producer/director Blake Edwards. Blatty's script was drastically revised by Ian McLellan Hunter prior to production and the disgruntled screenwriter chose the pseudonym of Terence Clyne for his screen credit. By 1973 it had recorded a loss of $2.9 million. Blatty's original screenplay was published as part of a limited edition collection by Lonely Road Books in 2013 under the title, Five Lost Screenplays by William Peter Blatty. (39 years ago) Character Mastermind: Martinique Jason, also known as Mastermind, is a fictional mutant supervillain in the Marvel Comics universe. She first appeared in Wolverine/Gambit: Victims #1 as a 'dead' woman in an illusion, and in issue #2 as herself. She was created by Jeph Loeb and Tim Sale.

Martinique is the daughter of Jason Wyngarde, the first Mastermind and member of the first Brotherhood of Mutants, and the half-sister of Regan Wyngarde, also known as Lady Mastermind and the X-Woman Megan Gwynn aka Pixie. Martinique has the ability of creating telepathic illusions, a power she shares with Regan and inherited from their father. also known as Mente Maestra II created by Tim Sale & Jeph Loeb Music "Mastermind" is the sixth studio album by American rapper Rick Ross . It was released on March 3, 2014, by Maybach Music Group, Slip-n-Slide Records, and Def Jam Recordings. The album features guest appearances from Jay-Z, Jeezy, The Weeknd, Kanye West, Big Sean, Meek Mill, Lil Wayne, French Montana, Diddy, Scarface, Sizzla, Mavado, and Z-Ro. The album was supported with the official singles "The Devil Is a Lie", "War Ready" and "Thug Cry", in addition to the promotional singles "Box Chevy", "No Games" and "Nobody".

Printed dictionaries and other books with definitions for Mastermind Click on a title to look inside that book (if available): Parallel Problem Solving from Nature, PPSN XI (2010) 11th International Conference, Krakov, Poland, September 11-15, 2010, Proceedings by Robert Schaefer, Carlos Cotta, Joanna Kolodziej, Günter Rudolph Mastermind is a well-known board game in which one player must discover a hidden color combination set up by an opponent, using the hints the latter provides (the number of places –or pegs– correctly guessed, and the number of colors ... Fun with Algorithms (2012) 6th International Conference, FUN 2012, Venice, Italy, June 4-6, 2012, Proceedings by Evangelos Kranakis, DANNY KRIZANC, Flaminia Luccio Mastermind is a popular board game released in 1971, where a codemaker chooses a secret pattern of colored pegs, and a codebreaker has to guess it in several trials. After each attempt, the codebreaker gets a response from the codemaker ...

Parallel Problem Solving from Nature - PPSN IV (1996) International Conference on Evolutionary Computation. The 4th International Conference on Parallel Problem Solving from Nature Berlin, Germany, September 22 - 26, 1996. Proceedings by Werner Ebeling, Hans-Michael Voigt MasterMind is a game in which the player must find out, by making guesses, a hidden combination of colors set by the opponent. The player lays a combination of colors, and the opponent points out the number of positions the player has ... Intelligence and Security Informatics (2008) European Conference, EuroISI 2008, Esbjerg, Denmark, December 3-5, 2008. Proceedings by Daniel Ortiz-Arroyo, Henrik Legind Larsen, Daniel Zeng Mastermind is a pioneering project in Computational Criminology, employing formal modeling and simulation as tools to investigate offenders' behavior in urban environments. The goal is to capture the complexity and diversity of criminal ... An Anthology of Classic Detective Stories by Donald E. Westlake, International Association of Crime Writers The evil mastermind is an enduring cliché of crime fiction also, ...

The Murdoch Archipelago (2013) by Bruce Page Murdoch the circulation mastermind is an almost perfect myth (or sometime bogey to politicians), and like the Establishment myth it includes some obnoxious motivation. There is a branch of liberal opinion which unreasonably despises the ... America's Underdog Gangsters (2011) Good Fellas 101 by G-Code —G-code, “Quick” A mastermind is a person who provides the direction or creative intelligence for a project. When regular people hear the term “ mastermind,” they think of some sort of wizard or superscientist, a supernatural person that does ... Rainbows Over Ruins (2014) by Susan Sherayko Using a mastermind is an integral part of Hill's philosophy, one of four components needed in order to work consistently toward our goals. Such a group , composed of individuals with similar philosophies and 67 The Mysterious Aspect of Mind. The Upholsterer (1914) or violet glows, or sundown effects, or early morn effects, they are all calculated with technical nicety and yet about all the paraphernalia that is used by the mastermind is a handful of colored papers.

These are manipulated and played upon ... Jubbs Cell Rejuvenation (2005) The Science Behind Lifefood Cleansing by David Jubb Flavor and Fragrance Flavor's mastermind is the brain, yet the tongue is where taste begins. Some tongues are more sensitive than others. Life has biologically evolved such that a human can intuitively sense what food is beneficial. CRC Concise Encyclopedia of Mathematics, Second Edition (2002) by Eric W. Weisstein Mastermind References Bewersdorff, J. Glu ̈ck, Logik and Bluff: Mathematik im Spiel: Methoden, Ergebnisse und Grenzen. Wiesbaden, Germany: Vieweg, 1998. Bogomolny, A. and Greenwell, D. "Cut the Knot: Invitation to Mastermind. The SAGE Encyclopedia of Terrorism, Second Edition (2011) by Gus Martin “Khalid Shaikh Mohammed: 9/11 Mastermind.” security/ profiles/khalid_shaikh_mohammed.htm. Miniter, Richard. Mastermind: The Many Faces of the 9/11 Architect, Khalid Shaikh Mohammed.

New York: Sentinel ... Dictionary of Toys and Games in American Popular Culture (2013) by Frank Hoffmann, Frederick J Augustyn, Jr, Martin J Manning Mastermind: A game of strategy from Pressman which debuted in 1971, Mastermind is for two opponents ages eight and up. Each side attempts to make and break secret codes. The game consists of a console with a storage tray, 108 code ... The Doubleday Roget's Thesaurus in Dictionary Form (2009) by Sidney L. Landau mask mastermind crunch, pulverize, grind, thrash, mill, grate, pound, beat, stamp. mask n. 1 disguise, false front, image, face, facade, window, dressing, camouflage, guise, cloak, veil. 2 shield, screen, face mask, face guard, cover, covering, ...

Encyclopedia of Television (2014) by Horace Newcomb, Lambdin Kay Distinguished Professor for the Peabody Awards Horace Newcomb Mastermind, a long-running quiz show of an unusually challenging academic character, was first screened by the British Broadcasting Corporation (BBC) in 1972 and defied all expectations to become staple peak-time viewing over the next 25 ... The War on Terror Encyclopedia: From the Rise of Al-Qaeda to 9/11 and Beyond (2014) From the Rise of Al-Qaeda to 9/11 and Beyond by Jan Goldman Ph.D. “Suspected Mastermind of the USS Cole Bombing Arrested.” New York Post, November 26, 2003. Blumenkrantz, Zhoar, and Yoav Stern. “Scores Dead in Three Amman Hotel Bombings; Israelis Evacuated before Attack.” Haaretz, November ... Encyclopedia of E-Commerce Development, Implementation, and Management (2016) by Lee, In Romance fraud mastermind jailed in Ghana.

Retrieved from nationalcrimeagency.gov.uk/news/news-listings/478-romance-fraud-mastermind- jailedin-ghana Office of the Australian Information Commissioner. (2014, June 25 ). Online dictionaries and encyclopedias with entries for Mastermind Click on a label to prioritize search results according to that topic: Photos about Mastermind

Question: The modern version of what code-breaking board game for two players, that resembles an old pencil and paper game called Bulls and Cows, was invented in 1970 by Mordecai Meirowitz, an Israeli postmaster and telecommunications expert?
Answer: Mastermind