![]() ![]() But if no one notices that a clue is invalid, it counts as valid. As an additional penalty, the other team’s spymaster may cover one of his or her words with an agent card before giving the next clue. If a spymaster gives an invalid clue, the team’s turn ends immediately. When the field operatives say they are done guessing (or when they guess wrong) it is the other team’s turn. In the example above, the red operative would be allowed 4guesses because her spymaster said the number 3. Sometimes you might even want to guess one more: You can stop guessing at any time, but usually you want to guess as many words as the spymaster said. ![]() Any wrong guess ends the turn immediately, but if the field operatives guess a word of their team’s color, they can keep guessing. The field operatives must always make at least one guess. Tip: Before saying your clue out loud, make sure it doesn’t relate to the assassin. This ends the game! The team that contacted the assassin loses. If the field operative touches the assassin, the word is covered by the assassin card.If the field operative touches a card belonging to the other team, the word is covered by one of the other team’s agent cards.If the field operative touches an innocent bystander, the spymaster covers it with an innocent bystander card.The operatives get another guess (but not another clue). If the field operative touches a card belonging to his or her team, the spymaster covers the word with an agent card in that color.The operatives indicate their official guess when one of them touches one of the codenames on the table. They can debate it amongst themselves, but the spymaster must keep a straight face. When the spymaster gives a clue, his or her field operatives try to figure out what it means. On later turns, some codenames will be covered up, so a clue that is not legal now might be legal later. Your clue cannot be any of the codenames visible on the table. For example, don’t say,”This may be a bit of a stretch…” You are playing Codenames. Getting four words with one clue is a big accomplishment. You are allowed to give a clue for only one word (cashew: 1) but it’s fun to try for two or more. ![]() Both of these grow on trees, so you say tree: 2. You also say one number, which tells your teammates how many codenames are related to your clue.Įxample: Two of your words are NUT and BARK. When you think you have a good clue, you say it. If you are the spymaster, you are trying to think of a one-word clue that relates to some of the words your team is trying to guess. The starting team is indicated by the 4 lights on the edges of the key card. On the other hand, if you own the original Codenames, you can use the word cards from the two games interchangeably.Teams take turns. By giving each other one-word clues that can point to multiple words on the board, you try to find all the agents before your turns run out.Ĭodenames: Duet includes 400 new words so you do not need any other Codenames game to play. Your partner knows the agents you can contact safely. You know the agents that your partner can contact safely. Your objective: to contact 15 agents while avoiding a band of enemy assassins. You and your partner are on a secret mission to a crowded city. ![]()
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