How to play Codenames Duet Official Rules

By: Dennis B. B. Taylor

Let’s Understand How to Play the Codenames Duet Game

Welcome to the world of Codenames Duet! Are you ready to dive into an exciting cooperative word game that will challenge your communication and deduction skills? Then you’re in the right place! So, let me guide you through the rules and mechanics of this thrilling game.

Objective

In Codenames Duet, our objective is to cooperate and find all the fifteen agents hidden by our partner on the grid of codenames before time runs out. However, we must be careful not to uncover any assassins lurking among the codenames, as doing so would immediately end the game and result in defeat.

Setting Up

Before we start playing, we need to create a grid of twenty-five codenames. We should place the key card, which shows the locations of our agents, between us, ensuring that each side sees only one of its colored sides. It’s also essential to keep the double-sided key card a secret from our partner.

Gameplay

Now, let’s dive into the exciting gameplay of Codenames Duet. We’ll take turns as the clue-giver, providing clues to help our partner correctly identify the agents. Each clue consists of a word and a number. The word relates to the codenames we want our partner to guess, and the number specifies how many codenames are associated with the clue word.

We must be cautious not to say any word on the grid explicitly or provide any clues that could lead our partner to guess the assassin’s location. When giving clues, think carefully about multiple codenames that can relate to a single word and make your partner’s job easier.

Our partner will then try to guess the codenames based on our clue. After they make their guess, we’ll reveal the codenames, following the key card. Each codename will be indicated as an agent, an innocent bystander, or an assassin. Our partner will place an agent card on each identified agent, and we continue this process, taking turns as clue-giver until we locate all fifteen agents or, unfortunately, uncover an assassin.

Extra Words and Turns

It’s important to note that in Codenames Duet, the clue-giver is allowed to use one extra word per turn. However, we need to be careful as this extra word should not form any connection with the other codenames on the grid. Additionally, if we discover one or more incorrectly guessed codenames during play, we can use them as extra clues later on, potentially making up for any mistakes.

Conclusion

So, there you have it – a brief overview of how to play Codenames Duet. Remember, teamwork and communication are the keys to success in this game. By effectively coordinating with your partner, providing clever clues, and avoiding assassins, you can conquer the challenge and emerge as victorious spies!

How to play Codenames Duet Official Rules UltraFoodMess

Hey there! Picture this: two super sneaky spies are on a top-secret mission in a busy city. Each of them knows nine undercover agents that the other has to contact. They have to be really clever with their messages, making sure to avoid the enemy assassins as they work together to finish the mission before time runs out.

Enter Codenames: Duet, a cool word game for two or more players that’ll get your brains buzzing. Here’s how it works: you get a special card that gives you nine words to give clues for, and three words that your partner needs to avoid. The catch? You can only give them one-word clues, but that clue could relate to multiple words you want them to guess. And the best part? Your partner is doing the same thing for you, helping you find the words you need.

If you both manage to find all the words before you run out of chances, you both win! It’s a real team effort.

Getting Ready

You and your partner should sit across from each other at the table, ready to jump into action.

Mix up the word cards and then deal out 25 of them randomly, creating a grid that’s five cards by five cards. Check it out:

Let’s get started by placing the green agent cards and the assassin card within reach of both players.

Next, place 9 timer tokens with the bystander side facing up, right beside the word grid. This creates the time bank.

How to play Codenames Duet Official Rules UltraFoodMess

How to play Codenames Duet Official Rules UltraFoodMess

Make sure to leave 2 timer tokens in the box. The standard game uses only 9 tokens, but it can be quite challenging. To make it a little easier, you can add a 10th or 11th token. These extra tokens are colored blue, so you remember to only use 9 in the standard setup.

Next, you’ll need to set the plastic stand beside the word grid. Take the deck of key cards, shuffle them, and draw one at random.

Now, place the key card in the plastic stand so that each player can only see one side of the card. The card should be wider than it is tall, like the example above. It doesn’t matter which wide edge is on top.

Tip: If you hold the deck upright and draw from the middle, you’ll only see your own side of the card.

Duet Key Cards

Each game comes with 1 double-sided key card. On your side of the card, you’ll find 9 words marked in green. These are the words that you want your partner to guess.

Hey there! Do you spot those 3 assassins marked in black? If my partner guesses any of those words, we automatically lose the game. Bummer, right?

Now, the other words are innocent bystanders – just average folks who happen to get in the way. But here’s the catch, if my partner accidentally guesses one of those words, it’s considered an incorrect guess. To make it even more fun, my partner will also see 9 green words and 3 black words, but most of them will be different from what I can see. Don’t worry though, my partner will give me some clever clues for the words that appear green on their side of the card, which I can’t see.

So, what’s the goal of the game?

If we can find all 15 words in just nine turns, we both emerge as winners! How awesome would that be?

Just a little heads-up: We’ll each be giving clues for 9 green words, and I know what you’re thinking – that’s more than 15, right? But here’s the scoop – some words seem green from both sides. You’ll find all the details on the back page. Let’s ace this together!

How to play Codenames Duet Official Rules UltraFoodMess

If you already know Codenames, there are some new rules you’ll need to learn. The main idea is the same, but there are some differences in the details. The key card now has two sides, so you and your partner can take turns giving clues to each other.

You’ll have a limited number of turns, which are tracked with timer tokens. And be careful – a word that looks like a green agent on your side of the key card might actually be something else when it’s your turn to guess.

How to Play

The game starts with both of you searching for a clue that connects to two or more green words. Meanwhile, your partner will be searching for a clue for the green words on the other side of the card.

Giving a Clue

A clue consists of one word and one number. The number indicates how many words on the table are related to the clue word.

For example, if the clue is “Weather: 2,” it could be a good clue for words like “STORM” and “RAINBOW.”

When playing the word guessing game, there are some important rules to keep in mind. For starters, you cannot use a word that is already visible on the table as part of your clue. So if the word “storm” is already there, you cannot use “storm” as part of your clue like “storm: 2”. Similarly, you can’t choose a clue like “rain: 2” because “rain” is part of the word “rainbow”. Make sure your clue doesn’t include any words that are already on the table.

It’s okay to give a clue for just one word, but if you want to increase your chances of winning, you’ll need to give clues for two or more words. Successfully giving a clue for three or more words is quite an accomplishment!

The First Clue

Either you or your partner can give the first clue. Let’s say you come up with a good clue while your partner is still thinking, so you offer to go first. You simply say a word and a number – nothing more. Now it’s up to your partner to figure out which words you’re referring to.

Making a Guess

When it’s my turn to give the clue, you’ll have a chance to make guesses. First, take your time and carefully examine all the words laid out on the table. Once you’ve considered all the options, make your guess by touching one of the word cards.

How to play Codenames Duet Official Rules UltraFoodMess

When your partner taps a word that appears green to you, that’s a correct guess. Use a green agent card to cover it. This means your partner has made contact with one of your agents, bringing you closer to winning the game.

Remember: You should cover a green word with a green agent card, even if it wasn’t one of the words you intended. Don’t reveal this to your partner. Instead, act as if you meant that word all along.

How to play Codenames Duet Official Rules UltraFoodMess

If your partner touches a black word, that means it’s an assassin, and the game is over. It’s like your partner went down a dark alley and got caught by the bad guys. We both lose.

If your partner touches a tan word, put a timer token on it. Take a token from the time bank and place it on the word card, with the arrow pointing from you to your partner. This means your partner guessed the word when you gave a clue, but unfortunately, it’s not the word they were looking for. Don’t cover the word though, because it might still be one your partner wants you to guess.

If your partner runs into an innocent bystander, the turn ends right away. Running into an assassin means the game is over. But if they find a green word, they get to take another guess.

One Clue, Multiple Guesses

When we play the game, I can give you another hint if your first guess is correct. You can make as many guesses as you want as long as they are correct. Here’s how it works: if your first guess is correct, you can guess again. And again. There’s no limit to the number of correct guesses you can make.

Basically, I hope you can find all the words that I hint at. But sometimes things don’t go as planned, and that’s okay!

What happens at the end of a turn?

Each turn has just one hint and at least one guess. Unless something bad happens, like guessing the assassin, there are two ways a turn can end:

If you make a wrong guess, the turn ends. If you accidentally touch an innocent bystander, I’ll put a timer token on it and the turn will be over.

Once you or your partner make one or more correct guesses, you can choose to end the turn by taking a timer token from the time bank. Make sure to display the checkmark side facing up in front of your partner.

Remember, each turn requires a timer token. The number of tokens left in the time bank determines how many turns (and clues) remain for the game.

If all goes well, your partner will guess the number of words you hinted at and then stop. However, your partner may decide to end the turn early. While it’s allowed for your partner to make extra guesses, we don’t recommend it.

It’s Time for the Next Turn

You and your partner will take turns giving clues. So, if you gave the clue in the first turn, your partner will be the clue giver for the next turn.

If you’re wondering how to play the game, here’s what you need to know: When it’s your turn to guess, only pay attention to your partner’s side of the key card. The colors of the words on your side don’t matter.

Focus on the words and disregard the key card itself.

If a word is covered by a green agent card, it means it has already been guessed correctly and doesn’t need to be guessed again. So, if you see a word that looks green from both sides of the card, your partner will cover it up, and you won’t give any clues for it anymore. You don’t need to mention to your partner that you were already giving clues for that word.

However, a word marked by a timer token might still need to be guessed by your partner. For instance, if your partner guessed a bystander, you should have marked it on the token by aligning the arrow to point from you to your partner. Let me explain what might happen if you guess that word:

    When playing the game, there are three possible ways your partner can interpret your clue. Each interpretation has a different outcome that affects how the game progresses.

    The first possibility is that your partner sees your clue as an assassin. In this case, you lose the game. It’s important to be careful with your clues and avoid any association with the assassin.

    The second possibility is that your partner sees your clue as an innocent bystander. In this scenario, your partner marks the word with a second timer token, pointing towards you. Both of you cannot guess this word again, and it should be covered by the timer tokens.

    The third possibility is that your partner sees your clue as a green agent. In this case, your partner covers the word with a green agent card. The timer token should be placed on top of the card to remind you of what happened on the previous turn.

    Sometimes, you might not be able to find all the words related to your partner’s clue. This could happen if your turn ends early due to a wrong guess, or if you choose to end it early to avoid the risk of encountering an assassin. It’s important to consider the clues from earlier turns and make the best decisions based on the information available.

    When it’s your turn to guess, remember the previous clues. You don’t have to guess words related to the current clue. You can guess words related to any clue you’ve been given. Sometimes, it’s a good idea to start with the words you’re most confident about, even if they don’t relate to the current clue.

    It’s important to keep this in mind when you’re coming up with clues as well. Your partner will have another chance to guess a word they missed on your first clue, so you might not need to give another clue for that same word.

    Guessing the Last Word

    If all 9 words that are highlighted in green have been covered by agent cards, tell your partner that they have no words left to guess. Your partner will be the one giving clues on all the remaining turns.

    Example of How to Play

    How to play Codenames Duet Official Rules UltraFoodMess

    How to play Codenames Duet Official Rules UltraFoodMess

    Hey there! We’ve got some words and a key card. I think I have a good clue for 3, so I’ll start. How about salad: 3?

    Your friend taps on RANCH because ranch dressing goes well with salad. They cover RANCH with a green agent card. They seem pretty confident in their choice. Then, they touch RUSSIA. It looks like they just learned how to make Russian dressing.

    Unfortunately, their guess is incorrect, which means our turn is over. I place a timer token on RUSSIA, with the timer facing up on the bystander side. Now it’s my partner’s turn to give a clue. After some thinking, they say Waterloo: 2. I touch NAPOLEON and they mark it with a green agent card. Surprisingly, NAPOLEON happens to be green on my side as well, but I don’t mention that. The other word for Waterloo is a bit tricky to find. Maybe my partner thinks the Battle of Waterloo took place in Russia?

    I touch RUSSIA. My partner adds a green agent card on top of it. Since RUSSIA already has a timer token, my partner places the new timer token on top of the agent card. I don’t have any reason to make a wild guess, so I take a timer token from the time bank and place it in front of me with the checkmark side facing up.

    (Secretly, my partner was actually giving a clue for NAPOLEON and RIFLE. But since RUSSIA was also green on their side, it counts as a correct guess. They’re not supposed to reveal any of this information, so they pretend that RUSSIA was the exact word they intended).

    It’s my turn again. I say miniature: 2, hoping to get DOLL and ANT. My partner touches DOLL and I cover it with a green agent card.

    They’re not sure about the other word related to “miniature,” but they’ve noticed that I might have a salad for lunch. They touch LUNCH, and I mark it with a green agent card. Their hand hovers over LEMONADE, which is something else I might have for lunch.

    My stomach tightens, because LEMONADE is an assassin word, but I try to stay calm, as if it wouldn’t bother me at all if my partner chose it. Luckily, they remember something called a Caesar salad. They touch CAESAR, and I cover it with a green agent card. I don’t let out a sigh of relief, because that would give too much away. Finally, my partner touches ANT, and I cover it with a green agent card.

    My partner ends the turn by taking a timer token from the time bank. We have 6 turns left and this is how the board looks:

    Wrapping Up the Game

    A Clear Victory

    When all the green words on both sides of the card have been correctly guessed, both of us emerge as winners! There are 15 agent cards and 15 words to guess in total. (Each side contains 9 words, with 3 overlapping).

    So, the ultimate success lies in placing the last agent card. However, there are a few other possible outcomes to keep in mind:

    The Assassin

    If you or I accidentally guess a word that the other person knows is black, our team gets exposed to the assassins, and we both lose the game.

    How to play Codenames Duet Official Rules UltraFoodMess

    Sudden Death

    So, let’s say you’ve used up all your timer tokens and there are still some words left to guess. Well, that’s when the sudden death turn comes into play.

    Here’s the deal: no one gives any more clues, and you don’t have any more time. The sudden death turn allows you to make one final attempt to win the game by using all the information you’ve gathered so far.

    If only one player is left with words to guess, they become the guesser. But if both of you still have words left, then you both become guessers. It’s up to you how you make your guesses, and you don’t have to take turns. Just keep in mind that you can’t discuss any strategies.

    Now, when making guesses, do it one at a time and mark them like you normally would. Let’s say your partner touches a word, and it’s up to your side of the key card to determine if the guess is correct or not.

    Guessing wrong in sudden death ends the game: and both players lose, even for innocent bystanders.

    If you guess all correctly and find the last green agent, you both win!

    There are limits to communication:

    You can only base your information on deductions from your partner’s clues. If you comment on your guess, don’t reveal any information about your key card. If you guess a word marked as a green agent, keep your partner in the dark about what it looks like on your side.

    Don’t tell your partner when to stop guessing, and don’t disclose the number of words remaining unless all the green words you see have been identified by green agents.

    How to play Codenames Duet Official Rules UltraFoodMess

    Debriefing – How Did It Go

    You Met an Assassin

    Hey, it happens. You didn’t win. That’s exactly what the assassins are hired to do. Don’t worry, though. You can simply turn all the word cards face down (or get a new set), draw a new key card, and give it another shot.

    Before you give a clue, always take a look at the three assassins. Try to avoid giving a clue that could lead to one of those words. If you’re careful, you can usually avoid the assassins, at least some of the time.

    You Ran Out of Time

    Your turn ended abruptly because you ran out of time and made an incorrect guess. You didn’t manage to make contact with all your agents. But don’t give up! Just turn the word cards face down (or get a new set), draw a new key card, and try again.

    To succeed, most of your clues need to connect two or more words. Don’t be afraid to give clues that might be a bit of a stretch. Your partner understands that not every clue will be a perfect fit. Just make sure to watch out for the assassins.

    Running out of time all the time? It happens to the best of us! If you find yourself consistently running short on time, why not try adding a few extra timer tokens to your game? Consider adding a 10th or even an 11th token. It might just give you that extra bit of practice you need to tackle the tougher challenges.

    Winning a Mission with 10 or 11 Tokens

    Hey, congratulations! You did it! With those extra timer tokens, you managed to contact all your agents and avoid those sneaky assassins. Mission complete! We hope you had a blast playing the game. If you want to give it another go, you can play with 9 tokens this time.

    We won’t lie, it’s going to be tough. You might need a few tries or even a dash of good luck, but man, does it feel good to beat that mission!

    Winning a Standard 9-Token Mission

    Wow, you nailed it! You did an amazing job and now, my friend, you’re ready for anything that comes your way!

    Want to find new challenges? Check out the section on the next page. It’ll guide you on how to use the mission map. There are different missions waiting for you, each with their own skill levels and unique strategies. Ready to take them on?

    Hey there! Did you know that you can have even more fun with the game by playing the regular 9-token mission again? Yep, with all the different key cards and words, each game will be a totally unique experience. Pretty cool, right?

    The Scoop on Scoring a 9-Token Mission

    Some games are nail-biters where you come across a bunch of bystanders and have to use your sudden death turn to snatch a victory. But there are some games where you might triumph in just 7 or 8 turns. So, how do you figure out how well you did? Easy peasy – just count up your score:

    How to play Codenames Duet Official Rules UltraFoodMess

    • For every timer token left in the time bank, give yourself 3 points. (But remember, you used a token on the last winning turn).
    • For each timer token a player took when ending a turn after a correct guess, give yourself 1 point.
    • If you needed the sudden death turn to win, subtract 1 point.

    If you score more than 5 points, that’s really good. A score of 9 or 10 is awesome. And if you can score more than 10, you should definitely try the mission map.

    How to play Codenames Duet Official Rules UltraFoodMess

    My Adventure Map

    Wow, I did it! I just finished a super cool mission and collected 9 tokens. Woohoo, go me! I’m pretty proud of myself right now.

    If you haven’t reached this milestone yet, don’t worry. Just keep going and never give up. Come back here when you finally conquer the mission. I believe in you!

    How to play Codenames Duet Official Rules UltraFoodMess

    I’m ready to take on more challenging missions with my team. Let’s choose a mission map from the pad. We can pick any mission we want and play with different teams too. Teammates, write your names in the Team box, and then let’s mark the circle that says Prague. Awesome! We just finished the Prague 9-9 mission.

    Now that we’re done with Prague, we can choose a mission connected to another city. Our options are Berlin, Cairo, or Moscow. Let me break it down for you:

    Each mission has two parameters. The first number tells us how many turns we have. We need to put that many tokens into the time bank when setting up the mission. The rest of the tokens can stay in the box. Moscow mission only uses 8 turns, while Berlin uses all 11. Cairo has 9 turns, just like the standard Prague mission.

    So, let’s decide together and take on the next exciting challenge!

    Hey there! Let me explain how this works. When we talk about the second number, we’re referring to the number of mistakes that we can accept. This means that only that specific number of tokens will be bystander side up, while the remaining ones will be flipped to the checkmark side. To give you an example, let’s say we’re setting up Cairo, and there are 9 tokens in total. In this case, we can only have 5 of them facing the bystander side up, while the other 4 will be flipped to the checkmark side. Got it?

    How to play Codenames Duet Official Rules UltraFoodMess

    Hey there! Let’s talk about Moscow 8-8, Jakarta 7-7, and Singapore 6-6. They’re like the standard mission, but with fewer tokens. The other missions, however, are a bit different. You have to be more careful because you only have a limited number of mistakes you can make!

    Let’s Use The Timer Tokens

    So here’s the deal with the timer tokens. If you’re the guesser and you decide to stop guessing after getting one or more correct answers, you can grab one of those checkmark-side-up tokens from the time bank.

    Now, if there’s only tokens with the bystander side up left, you can grab one of those and put it on your side of the table, checkmark side up. Those tokens come in handy!

    When I’m playing the game, if I guess a bystander and the turn ends, I have to take a bystander-side-up token from the time bank and use it to show anyone I guessed wrong. But here’s the thing: I only have a limited number of these tokens. Once they’re gone, things get tougher. If I guess wrong again, I have to penalize myself by taking two checkmark-side-up tokens and flipping them over to show I made a mistake. It’s like getting a double punishment because it costs me two turns instead of just one. It’s important to keep track of my tokens so I don’t run out!

    How to play Codenames Duet Official Rules UltraFoodMess

    So here’s the thing: if someone correctly guesses that you’re the assassin, none of the timer tokens matter – you lose. It’s as simple as that. And let’s be honest, that’s not a situation you want to find yourself in.

    Now, let’s talk about turns. If you use up your last token or your last two tokens in a turn, it becomes sudden death. No surprises there. But, here’s the twist: if a turn requires you to use up more tokens than you actually have, you lose right then and there. This only happens when you have only 1 timer token left, and it’s showing the checkmark side, and the guessing side does the unthinkable and guesses a bystander. Talk about bad luck!

    But wait, there’s more!

    Once you successfully complete a mission in Berlin, Moscow, or Cairo, don’t forget to mark it as complete. Doing so will unlock more missions for you to tackle. The adventure doesn’t end here!

    Now, each mission requires a different strategy. Some will demand a cautious and meticulous approach. Others, on the other hand, reward boldness and daring. So, it’s up to you to adapt and figure out what works best for each mission.

    Hey there! Let’s have some fun with the mission map, shall we? You can use it in whichever way you find the most enjoyable. You might discover a couple of missions that become your absolute favorites and decide to replay them over and over again. Or maybe you’ll embark on a journey to complete all of them. And hey, don’t forget about the lines under the map – they’re the perfect spot to jot down any mishaps or triumphant moments along the way!

    What Makes a Clue Valid or Invalid?

    Now, let’s talk about clues. Some clues just don’t cut it because they go against the spirit of the game.

    First things first, your clue needs to be about the meaning of the words. You can’t use a clue to focus on the letters in a word or its position on the table. That wouldn’t be fair or fun, would it now? Let’s keep it all about the meaning!

    For example: Saying “1” as a clue for the word in the middle of the table isn’t valid. And specifying “S: 3” as a clue for three words starting with S is also a no-go.

    When it comes to solving a puzzle, there are certain clues that you can use to help you crack the code. For example, you might come across a clue like “one: 2,” which could actually refer to two words, like METER and DOLLAR. It’s important to pay attention to the meaning behind the numbers and letters in these clues.

    However, there are some rules you need to follow when giving clues. You can’t use the number you say as a clue, so if you say “hair: 5,” you can’t use the word SHAMPOO or PENTAGON as your clue. The number you say is off limits!

    Another important rule is that you can’t say any form of a visible word on the table. Let’s say the word HIDE is already visible – you can’t say “hid, hidden, or rawhide.” Those words are off-limits. However, you can still use words like “hideous” as a clue. Just remember, a word is considered visible until it’s covered up by a green agent card or two timer tokens from both sides. If it’s only marked as an incorrect guess from one side, it’s still considered visible.

    When playing the game of Taboo, there are some important rules to keep in mind. Let me walk you through them and give you some tips to make the most of your game!

    First, it’s crucial to remember that compound words cannot be used as clues. For example, if the word “EARTHQUAKE” is on the table, you can’t say “earth,” “quake,” “earthy,” or “quaking” as your clue. However, words like “hearth” and “ear” are completely acceptable.

    Another thing to note is that you are allowed to spell out your clue if it helps. This can be a useful tactic when you want to give a clue for “knight” without using anything related to “night.”

    Now, when it comes to accents, vocal inflections, and singing, they are a big no-no. You can’t say “pancake” in a French accent as a clue for “FLAT” and “NAPOLEON.” Also, avoid using foreign words that are not commonly used in English conversations. Only use foreign words that you would normally use in an English-language conversation, such as “crepe.”

    As for proper names, they are allowed, but only if they consist of a single word. So you can use “Michelangelo” as a valid clue, but not “Leonardo da Vinci” unless you all agree that it should be allowed.

    Now, Let’s Loosen Up These Rules!

    Leonardo da Vinci, IRS, New South Wales, Boxing Day, The Lord of the Rings, moth-eaten, and guinea pig might all be good clues, but they break the rule that a clue must be one word.

    It can be frustrating to have the perfect clue and not be able to use it. You can choose to relax the “one word” rule and allow multi-word names, acronyms, titles, and compound words.

    You might also want to allow homonyms and other word play. Boy: 2 is not strictly related to the meaning of SUN, but it could be a good clue for SUN and BROTHER. English has a long tradition of word play, and you should feel free to use clues like this if they make the game more fun.

    Penalty For Invalid Clue

    If someone accidentally gives an invalid clue, you should take a one-turn penalty by discarding one of the timer tokens from the time bank.

    When it’s my turn to guess, I should proceed as if the clue were valid. (So the turn ends in the usual way, which in most cases will use up another timer token). In some cases, an invalid clue might reveal so much information that it’s better to start over with a new game, but most of the time this consequence should be enough.

    An Expert Move: The Zero Clue

    You are allowed to give a clue for zero. For instance, if you want your partner to guess ELEPHANT, ANT, and MOSQUITO while avoiding the assassin SLOTH, you can give a clue like lazy: 0. This tells your partner to steer clear of SLOTH, and your partner may even realize that SLOTH is obstructing an easy clue like animals: 3.

    Even if your clue is for zero, your partner still has to guess at least one word.

    How to play Codenames Duet Official Rules UltraFoodMess

    Playing with More Than 2 Players

    Originally, this game was meant for just 2 players. However, during our testing, we discovered that it can be a blast with larger groups. To play with more people, you’ll need to split into two teams and sit across from each other. It’s important that everyone can only see one side of the key card.

    Just like in a game with only 2 players, the gameplay remains the same. Anyone from either team can give a clue, while the players on the opposite side become the guessers. The team giving the clue can discuss different ideas among themselves, but they must not let the other team hear. You have options like whispering, writing things down, or even leaving the room to keep your clues a secret. Remember, though, that discussing clues is not mandatory. Sometimes it’s easier to just give the clue without any discussion, especially if you’re confident in your choice.

    Let’s talk about how we play this guessing game. When it’s your turn to guess, make sure not to say anything that would give away information about your side of the key card. Remember, your guess only counts when you actually touch the word card.

    Changing Up the Order

    Some people like to play a different version of the game where the players don’t have to take turns. In this variant, one player can give two clues in a row if they want. But then the other player should give a clue. It’s important to keep the game fair and balanced.

    Things to Keep in Mind

    Each turn consists of one clue and one or more guesses. You can keep guessing as long as you keep guessing right.

    When you touch a word, remember that its identity depends only on the other player’s side of the key card.

    If you touch a tan word, your turn is over. If you touch a black word, the game is over.

    Even if a word is marked for one player, the other player can still guess it. When a word is marked both ways, it’s considered covered.

    Each turn costs you one timer token. The clue giver can use it to mark a bystander that the guesser touches, or the guesser can take it to show they’re done guessing.

    If you haven’t won the game after using all your timer tokens, you get one last chance. It’s a sudden death turn where both players can guess, but no clue is given. If anyone makes a wrong guess, you lose.

    If you’re playing with the mission map, making an incorrect guess may cost you two timer tokens. This happens if you go over the allowed number of wrong guesses. If you only have one token left and you need to give up two, you skip the sudden death turn and lose the game.

    Remember, you should never reveal anything about your side of the key card, except if you need to let your partner know that all the green words have been guessed.

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