OBJECT OF THE GAME
The object of PLASTERMIND ® is to guess a secret code consisting of a series of 4 coloured pegs whilst drinking copious amounts of alcohol. Each guess results in feedback narrowing down the possibilities of the code; however each guess also results in another drink, thus narrowing the intellectual capacities of the players. The winner is the player who solves his opponent's secret code without throwing up.
CONTENTS
- De-Coding board: featuring ten rows of code-breaking peg holes, ten rows of scoring holes, a shield to conceal secret code, built in ashtray, glass holder (optional).
- Code Pegs: Approximately 72 large round-headed pegs (about 12 each of 6 colours).
- Key Pegs: Approximately 30 small flat-headed pegs (about 15 each of black and white).
- Clothes Pegs: Approximately 3 wooden clothes pegs (put in as a laugh the last time the game was played).
- Cigarette Papers: Half empty packet.
TO BEGIN
Separate the Code Pegs from the Key Pegs. Decide which player is to be the Codemaker and which to be the Codebreaker by seeing who can down a pint of Stella Artois ™ in the shortest time; the player that manages this becomes the Codemaker. Position the board between the 2 players so that the 4 shielded holes for the secret code face the Codemaker. Accidentally knock the pegs onto the floor and spend the next five minutes picking them up.
GAME NO. 1 (1,296 permutations)
The play of the game goes as follows:
- The Codemaker sniggers childishly as he secretly places 4 Code Pegs in the 4 holes, which are then covered by flipping over the plastic shield to conceal them from the opponent's sight. Daring Codemakers can also flip the board off the table and onto the floor at this point. The Codemaker can use any combination of the 6 colours he chooses. He can also use 2 or more Code Pegs of the same color if he wishes. He can stick two red pegs up his nostrils and pretend to have a nose bleed if he so chooses. The Codemaker drinks a double vodka.
- The other player, known as the Codebreaker, sits opposite the Codemaker and places Code Pegs in the 1st row of the Code Peg holes (closest to him). The Codebreaker is attempting to duplicate the exact colours and positions of the secret code.
- The Codemaker responds by pouring 4 drinks corresponding to the pegs in the Key Peg holes on the 1st row as follows:
- A single vodka to indicate a Code Peg of the right color and in the right position (without indication of which Code Peg it corresponds to).
- A double whisky to indicate a Code Peg of the right color but in the wrong position.
- A shot of absinthe to indicate a wrong color that does not appear in the secret code.
There is nothing about the pouring of the drinks to indicate which particular Code Pegs are meant. It is part of the challenge of the game for the Codebreaker to figure out which drinks correspond to particular Key Pegs before swallowing them as fast as possible. The response when 2 pegs of the same color appear in the secret code and/or in the Codebreaker's row can cause some confusion, especially if the game has been going on for some time. The basic principles are that one shot of spirits corresponds to one Code Peg and that a single vodka takes precedence over a single whisky.
- The Codebreaker places another set of Code Pegs in the 2nd row and the Codemaker pours drinks as appropriate. They pegs played in each row are left in position until:
- the Codebreaker passes out
- the Codebreaker throws up
- the Codemaker gets irrationally angry and throws the board at the Codebreaker
- the secret code is broken
- The Codebreaker keeps placing rows of Code Pegs and getting drinks from the Codemaker until he guesses the code exactly. At this point the Codemaker pours him a triple absinthe, reveals his secret code and drops his trousers.
- If all 10 rows are used and the Code has not been broken, the game is over and the Codemaker is awarded 11 pints of Stella Artois ™ (10 pints + 1 bonus pint), and can slap the Codebreaker across the face. The players then switch roles.
- Provided he has given correct information, the Codemaker gets 1 pint of Stella Artois ™ for each row of pegs played by the Codebreaker. The players then switch roles for the next game. However, if the Codebreaker can show that the Codemaker has given wrong information, the Codemaker is forced to strip to his underwear and run three times around the block singing "Come On Eileen".
- Play continues for a series of games; the winner is the player who remains conscious without being sick.
GAME NO. 2 (2,401 permutations)
The sequence of play is exactly the same as in Game No. 1, but the Codemaker may hide 1 or more Code Pegs in one or more of the Codebreakers bodily orifices.
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