Table feel
Moderate level of direct and strategic confrontation with frequent interaction, but limited emphasis on cooperation.
This version of Mastermind has 3 holes in each row, rather than the standard 4. Some editions have a jungle theme. The code maker secretly sets up a line of 3 jungle animals in the code holes using any combination of the six colors and hides them behind the Rocky Mountain section...
Players
2
Time
?-?
Age
6+
Weight
1.58
Rating
5.46
Should this hit the table?
Moderate level of direct and strategic confrontation with frequent interaction, but limited emphasis on cooperation.
Teaching signal
High replayability
Low interaction
Scales well
Deep strategy
More strategic control
Moderate level of direct and strategic confrontation with frequent interaction, but limited emphasis on cooperation.
The game Mastermind for Kids has a high variability gameboard, offering different experiences each time it is played. The expansions available add new content and enhance gameplay. There is significant strategic depth, allowing players to improve their strategy over time. The game scales well with different numbers of players and has a moderate level of easiness to learn. Overall, it has a good replayability score of 7.6.
The final luck score for Mastermind for Kids is 8, indicating a low influence of luck. While there is some randomness in the game, such as the initial setup of the code and the guesses made by the players, strategic decisions and planning play a significant role in mitigating the impact of luck. Players have substantial ability to influence the outcome through their choices, making the game primarily determined by player strategy and decisions, with luck playing a minor role.
Overview
This version of Mastermind has 3 holes in each row, rather than the standard 4. Some editions have a jungle theme. The code maker secretly sets up a line of 3 jungle animals in the code holes using any combination of the six colors and hides them behind the Rocky Mountain section of the board. 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 code maker will let them know how they're doing by using the red and white creature pieces. The winner is the player who guesses the opponent's, code in the fewest turns.
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