MASTERMIND VS PÜNCT
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.It resembles an earlier pencil and paper game called Bulls and Cows that may date back a century. The game is based on an older, paper based game called Bulls and Cows. A computer adaptation of it was run in the 1960s on Cambridge University’s Titan computer system, where it was called 'MOO'. This version was written by Frank King. There was also another version for the TSS/8 time sharing system, written by J.S. Felton and finally a version for the Multics system at MIT by Jerrold Grochow. The modern game with pegs was invented in 1970 by Mordecai Meirowitz, an Israeli postmaster and telecommunications expert. Meirowitz presented the idea to many major toy companies but, after showing it at the Nuremberg International Toy Fair, it was picked up by a plastics company, Invicta Plastics, based near Leicester, UK. Invicta purchased all the rights to the game and the founder, Edward Jones-Fenleigh, refined the game further. It was released in 1971–2. Since 1971, the rights to Mastermind have been held by Invicta Plastics. (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. Starting in 1973, the game box featured a photograph of a white man in a white jacket seated in the foreground, with a young Asian woman of high caste standing behind him with the golden symbols of office visible on her sari, denoting the power and intellect behind the throne. The two amateur models (Bill Woodward and Cecilia Fung) reunited in June 2003 to pose for another publicity photo.
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PÜNCT
PÜNCT is a two-player strategy board game. It is the sixth (and final) release in the GIPF project of six abstract strategy games, although it is considered the fifth game in the project. It was released in 2005. PÜNCT won the Games Magazine Best Abstract Strategy game for 2007. The PÜNCT board game is one of six games a part of the GIPF project. This project was created by Kris Burm and is a series of six abstract games. PÜNCT is the 5th game of the project and the board of this game is shaped like a hexagon. This game was released in 2005.[citation needed] PÜNCT is a two-player connection game. The objective is to connect two sides of a hexagonal board, using pieces which cover three hexes each. The pieces can be placed, moved, rotated, and stacked in various ways, restricted by the geometry of the board, the shape of the pieces, and gravity. Players can bring new pieces to the board or can attempt to connect the pieces already in play. The objective of the game is to mislead the opponent. When the players take their first turn, they are not able to use the central hexagon. The PÜNCT piece is used as a point of reference throughout the game, but the PÜNCT piece can't be moved when the player is making a move. Minor dots can land on the other player's piece, but the PÜNCT piece may not. In order to make a move, three dots must be in perfect alignment. The pieces that are on top of all of the other pieces have the most power in this game. The dots on the ends of the pieces must be at the same level horizontally to play this game correctly. In order to make a bridge in this game, you must perform a jump move on a piece already on the board. The positions of the dots at the end don't have to be aligned with the middle or stable horizontally. When determining the winner, a player can lift one piece at a time to determine if a connection was made. To connect opposite sides in this game, players can move pieces on top of other pieces or they can stack pieces to block the opponent's connection, ergo, making a connection for themselves. The actual PÜNCT piece, which is a rounded piece that has one point, cannot be used to make a connection or form a “chain” but rather used as a point of reference.