


Place a key card in the holder so that each player sees one side of the card. If they guess wrong, that turn is instantly over and the roles reverse, with you now the guesser and your partner giving clues. To set up play, lay out 25 word cards in a 5×5 grid. While the teams share the word grid, they each see a different distribution. In Codenames Duet, players form two teams as well, but the teams play together against the game.

Each team has a spymaster who gives clues and operatives who try to guess them. Having done so, you give them no further clues – no grunting, no shaking of head or face-pulling! – and hope they guess right. In classic Codenames, red and blue teams compete over who will guess all their words first. (Why you don't already know who your agents are is a question that Congressional. (We use 15 Harry Potter cards and 10 regular Codenames cards.). You now have a limited number of rounds to complete the challenge – on your turn you simply say a word that links in some way to at least one – hopefully more – of the words on the grid you want your partner to guess, and also give them the number of guesses you’d like them to make. Codenames Duet - Rules of Play says: 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. Update: Weve had the most success with this game by mixing it up with regular Codenames Duet. One of many grid reference cards is placed in a stand between you, with each side showing the (mostly different) words you want your partner to guess. Twenty-five of the 200 word cards are laid out in 5×5 formation on the table. Codenames Duet is a word game based on the popular Codenames but specifically designed for two players to play co-operatively.Īs with the original game, the ‘spy’ theme is just that – a theme – and it’s really about lateral thinking, in that you’re trying to get your opponents to guess certain words.
