If all fifteen agents are found before you run out of time tokens, then all players win. If an assassin is ever selected the game ends in a loss for all players. If the incorrect clue is not an assassin, a bystander token is placed on the card pointing at the team that missed the guess. If an incorrect clue is guessed that team’s turn ends. The team can then go on to select another word if they wish. When a correct clue is guessed, a green agent card is placed over the word and a time token is taken. The other team then uses these clues to select one or more of the word cards, trying to find the ones associated with their agents while avoiding the assassins. Clues are given in the form of one word and a number, where the number represents the number of words on the table that match that clue. This is indicated on that team’s side of the clue card.Įach round one of the two teams gives a clue. Each team knows which agents the other team can contact safely and where three assassins can be found. The goal of this cooperative game is for the teams to contact fifteen agents while avoiding a band of enemy assassins. A random key card is drawn and placed in the cardholder between both teams so that each team can only see their side. Players form teams and sit on opposite sides of this grid. The game also includes a number of plastic baggies to hold all of these components.Ī game of Codenames Duet starts by laying out a five by five grid of random word cards. These punch boards held fifteen refreshingly diverse agent cards, one assassin card and eleven timer tokens. These were so well cut they were falling off of the sprues as I picked them up. This pad is used for the mission mode.įinally, there are a couple of different punch boards. The game also includes a pad that shows a map of the world, with a number of cities highlighted and routes between them. These are followed by some tips and tricks, a campaign based mission mode and rules for playing with more than two players, bringing the rulebook to a total of twelve pages. In the box, you will also find a surprisingly thick rulebook. this is placed between the two teams so that each team cannot see the other side of the card. There is a plastic stand to hold a key card. This is less of a problem in basic Codenames as when you play most players are looking at the cards from the same side but in Codenames Duet players need to be on opposite sides of the cards. Why is the one “upside-down” word darker coloured and smaller. I personally don’t understand why they didn’t make both halves of the cards look the same. My only complaint is with the design of the word cards, which is consistent with the other Codenames games. Each of these cards is two-sided, giving you a total of four hundred new words that are for use in this game and are also compatible with the regular version of Codenames.Īll of these cards are of decent quality and I expect them to last for a large number of plays. The other two packs of cards each contained a hundred new word cards. One of these packs contained a hundred double-sided key cards. Opening up the box for the first time, the first thing I noticed was three packs of cards. Codenames Duet is a follow up to the highly successful party game Codenames.įor a look at what you get in the box, be sure to check out our Codenames Duet Unboxing video on Youtube. A single game will take from fifteen minutes to half an hour. Codenames Duet plays with two or more players split over two teams. Here in North America, it is published by CGE or Czech Games Edition. It features some great diverse artwork from Tomáš Kučerovský. Handmade & Unique, Tabletop Gaming at EtsyĬodenames Duet was designed by Vlaada Chvátil and Scot Eaton.Other Tabletop Gaming Deals (35+ stores!).If they identify an assassin, you both lose! Unlike regular Codnenames, they can keep guessing as long as they keep identifying an agent each time this is useful for going back to previous clues and finding ones they missed earlier.ĭon't just take our word for it! Check out this review of Codenames Duet. If they identify a bystander, then their guessing time ends. If correct, they can attempt to identify another one. Whoever receives the clue places a finger on a card to identify that agent. Either player can decide to give a one-word clue to the other player, along with a number. (Why you don't already know who your agents are is a question that Congressional investigators will get on your back about later!)Ĭollectively, you need to reveal all fifteen agents - without revealing either assassin or too many innocent bystanders - before time runs out in order to win the game. Codenames Duet keeps the basic elements of Codenames - give one-word clues to try to get someone to identify your agents among those on the table - but now you're working together as a team to find all of your agents.
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