Commit | Line | Data |
---|---|---|
57ecfc46 MW |
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 " |