Games like Mastermind: 4 free daily code-breaking games

If you love Mastermind, Mindo is the closest SIWA game: a code of 4 colours out of 6 to crack in 10 tries at most, with feedback that tells you how many pegs are right but not which ones. Decrypto, Tusmo and Ondulo apply the same deductive logic, with a new free game every day.

Mastermind in brief

Mastermind is a code-breaking game invented in 1970 by Mordecai Meirowitz, an Israeli postmaster and telecommunications expert, and published from 1971 by the British company Invicta Plastics. It draws on a much older pencil-and-paper game, Bulls and Cows, in which players guess a secret number.

One player hides a code of 4 pegs chosen from 6 colours. The other proposes combinations; for each, they receive small black key pegs for pegs of the right colour in the right place, and white ones for pegs of the right colour in the wrong place. You know how many pegs are right, never which ones.

What Mastermind fans enjoy

  • Pure deduction: every answer eliminates combinations, with no luck in the feedback.
  • The puzzle of aggregate feedback: knowing a peg is right without knowing which forces you to cross-check guesses.
  • Economy: finding the code in as few moves as possible, with a strategy.
  • A short game: a code is cracked in a few minutes.

Mindo keeps these ingredients. Decrypto and Tusmo keep the guess-and-feedback loop with more precise feedback, and Ondulo pushes deduction towards a different kind of puzzle.

Comparison: what each SIWA game shares with Mastermind

SIWA gameIn common with MastermindWhat changes
Mindo4 colours out of 6, aggregate feedback, 10 triesShared daily code, score and jokers
DecryptoA secret code deduced guess after guess5 digits, one colour per digit, 6 tries
TusmoThe guess-and-feedback loopA French word, first letter given
OnduloDeducing a hidden state from answersYou probe an 8×8 field with waves

Mindo: the closest to Mastermind

Mindo takes up the Mastermind principle. The code has 4 pegs chosen from 6 colours, and the same colour can appear more than once. You have 10 tries at most; after each one, the game tells you how many pegs are in the right place and how many are the right colour in the wrong place, without saying which.

The differences come from the daily format. The code is the same for everyone that day, and the score out of 1000 points depends on the number of tries and on time. If the 10th try fails, the code is revealed automatically: there is no giving up and no free play. A joker reveals one colour of the code, but every joker caps your score, from 70% of the maximum for the first down to zero for the fourth.

Decrypto and Tusmo: the guess-and-feedback loop

Decrypto swaps the colours for a code of 5 digits from 0 to 9, repeats included, to find in 6 tries. The big difference is the feedback: each digit gets its own colour, right spot, present elsewhere or absent. You therefore know exactly where to look, but there are 100,000 possible codes instead of 1296. After six tries, you can carry on in free play, without points, or reveal the code; a joker reveals a digit.

Tusmo applies the same loop to words. It is a French word game: you know the first letter and the length of a French word of 5 to 8 letters, and each guess colours the letters green, orange or grey. For more games from this family, see our roundup of games like Wordle.

Ondulo: deduction by probing

Ondulo is for those who love Mastermind's reasoning more than its pegs. Four modules, whose shape and colour you know, are hidden in an 8×8 field. You send waves from the edges; each one comes out tinted by the colours of the modules it touched.

As in Mastermind, every answer rules out hypotheses, and the score rewards economy: fewer probes, better score. Place your modules, then validate; a wrong validation costs two probes. Time does not count, only the quality of your reasoning.

One code a day, the same for everyone

Each game changes at midnight, in your local time, and it is the same for everyone that day. The daily leaderboard lets you compare your number of tries and your score.

Everything is free, in the browser, with nothing to download and no sign-up. A free account keeps your streaks and opens the archives so you can replay a missed code.

4 games for Mastermind fans

  1. Mindo

    The Mastermind principle: 4 colours out of 6, repeats allowed, 10 tries at most. The feedback gives the number of pegs in the right and wrong place, without saying which.

  2. Decrypto

    A code of 5 digits from 0 to 9, in 6 tries. Every digit gets its own colour: the deduction is more guided, but the possible codes far more numerous.

  3. Tusmo

    The same guess-and-feedback loop applied to words: a French word with its first letter given, found in 6 tries thanks to coloured letters.

  4. Ondulo

    Deduction by probing: hidden modules in an 8×8 field that you locate by sending waves from the edges. Fewer probes, better score.

Frequently asked questions

Is Mindo the same as Mastermind?

No. Mindo is an independent SIWA game that takes up the principle of a colour code to deduce. It differs with a daily code that is the same for everyone, a score out of 1000 points and jokers.

Does Mindo's feedback say which pegs are right?

No. As in Mastermind, it only tells you how many pegs are the right colour in the right place, and how many are the right colour in the wrong place.

How many tries does it take to crack a Mindo code?

With 4 positions and 6 colours there are 1296 combinations. Mathematician Donald Knuth showed in the 1970s that a good strategy always finds the code in 5 guesses or fewer.

How is Mindo different from Decrypto?

Mindo gives aggregate feedback on a 4-colour code. Decrypto colours each digit of a 5-digit code, which tells you exactly where each correct answer sits.