| 1 | .TH mm 6 "Mark Wooding" |
| 2 | .SH NAME |
| 3 | mm \- simple Mastermind game |
| 4 | .SH SYNOPSIS |
| 5 | .B mm |
| 6 | .RB [ \-CHS ] |
| 7 | .RI [ holes " " colours ] |
| 8 | .RI [ code ...] |
| 9 | .SH DESCRIPTION |
| 10 | The |
| 11 | .B mm |
| 12 | program plays the game of Mastermind. |
| 13 | .SS "About the game" |
| 14 | In the original game, there are a collection of coloured code pegs, and |
| 15 | a board. The board has a number of rows of holes. There are two |
| 16 | players. One player \(en the code setter \(en chooses a `code' \(en a |
| 17 | sequence of coloured pegs \(en and enters it at his end of the board, |
| 18 | concealed by a small screen from the other player. The other player |
| 19 | \(en the code guesser \(en attempts to guess the code. |
| 20 | .PP |
| 21 | In each turn, the guesser makes a guess by filling in a row of holes |
| 22 | with coloured pegs. The setter then |
| 23 | .I scores |
| 24 | the guess. He awards a black scoring peg for each peg in the guess |
| 25 | which matches the corresponding peg in the code, i.e., the right colour |
| 26 | in the right place. He awards a white scoring peg for each guess peg |
| 27 | which matches a code peg in colour but not in position, i.e., the right |
| 28 | colour in the wrong place. Each guess peg can be scored at most once. |
| 29 | .PP |
| 30 | The game ends either if the guesser guesses the code correctly, or if he |
| 31 | runs out of guessing rows on the board. |
| 32 | .SS " |