Duets Secret Code (PT)
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Description
Codenames Duet keeps the basic elements of Codenames — give one-word clues to try to get someone to identify your agents from the ones at the table — but now you’re working together as a team to find all of your agents. (Why you don’t know who your agents are yet is a question the congressional investigators will ask you later!) To set up the game, lay out 25 word cards in a 5×5 grid. Place a key card in the holder so that each player is looking at one side of the card. Each player sees a 5×5 grid on the card, with nine squares colored green (representing their agents) and three squares colored black (representing assassins). Three of the nine squares on each side are also green on the other side; a assassin is black on both sides, one is green on the other side, and one is an innocent bystander on the other side. Collectively, you need to reveal all fifteen agents — without revealing a assassin — before time runs out to win the game. Either player can decide to give the first one-word clue to the other player, along with a number. Whoever gets the clue puts their finger on a card to identify the agent. If they are correct, they can try to identify another. If they identify a bystander, the guessing time is over. If they identify a killer, they both lose! Unlike regular code names, you can continue guessing as long as you identify one agent at a time; this is useful for going back to previous clues and finding ones that you missed before. After the first clue is given, players take turns giving clues.

