
Codenames: Duet (Second Edition)
| Designer |
Vlaada Chvátil Scot Eaton |
| Publisher | Czech Games Edition |
| Players | 2 |
| Playtime | 15-30 mins |
| Suggested Age | 11 and up |
| Hornor | 2017 Board Game Quest Awards Best Two Player Game Nominee 2017 Golden Geek Best 2-Player Board Game Nominee 2017 Golden Geek Best 2-Player Board Game Winner 2017 Golden Geek Best Cooperative Game Nominee 2017 Meeples Choice Award Nominee 2018 International Gamers Award - General Strategy: Two-player Winner 2018 International Gamers Award - General Strategy: Two-players Nominee 2018 Japan Boardgame Prize U-more Award Nominee 2018 Japan Boardgame Prize U-more Award Winner 2018 Origins Awards Best Family Game Nominee 2019 GEEKS d'OURO Family/Party Board Game of the Year Nominee 2019 GEEKS d'OURO Family/Party Board Game of the Year Winner |
Enjoy a cooperative spin on the classic game! Now with a revised word list, beautiful art, a brand-new insert that keeps your game neatly organized, and a streamlined rulebook that makes it easier to teach and learn the game.
In Codenames Duet, you're no longer competing — you're teaming up with a fellow operative (or operatives) in a group game for an exciting cooperative experience. The mission? Work together to find all your secret agents hidden among a grid of mysterious codenames. The twist? You each see part of the key — and neither of you has the full picture. Codenames: Duet is perfect to enjoy with only two players, but you can also play it with more friends, if you'd like a less competitive experience than in the basic Codenames.
Here’s how the game works: Lay out 25 word cards in a 5×5 grid. Between you is a shared key card — each half of the team sees one side. On your side, nine words mark your agents, three mark deadly assassins, and the rest are innocent bystanders.
You’ll take turns giving one-word clues paired with a number, pointing the operative(s) across from you to specific words on the grid. Guess right? Keep going. Guess a bystander? Your turn ends. Guess an assassin? Mission failed — game over. But as long as your guesses are correct, you can keep going, even revisiting past clues.
The game is played over a series of 9 turns, but can be increased to 11 turns for operatives who may need a little more time as they improve their skills.
Your goal: Find all 15 agents — without triggering an assassin — before you run out of time!
The game includes 400 new words that can be combined with those from standard Codenames.
Collectively, you need to reveal all fifteen agents — without revealing an assassin — before time runs out in order to win the game. Either player can decide to give the first one-word clue to the other player, along with a number. Whoever receives the clue places a finger on a card to identify that agent. If correct, they can attempt to identify another one. If they identify a bystander, then their guessing time ends. If they identify an assassin, you both lose! Unlike regular Codenames, 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. After the first clue is given, players alternate giving clues.
Codenames: Duet (Second Edition)
| Designer |
Vlaada Chvátil Scot Eaton |
| Publisher | Czech Games Edition |
| Players | 2 |
| Playtime | 15-30 mins |
| Suggested Age | 11 and up |
| Hornor | 2017 Board Game Quest Awards Best Two Player Game Nominee 2017 Golden Geek Best 2-Player Board Game Nominee 2017 Golden Geek Best 2-Player Board Game Winner 2017 Golden Geek Best Cooperative Game Nominee 2017 Meeples Choice Award Nominee 2018 International Gamers Award - General Strategy: Two-player Winner 2018 International Gamers Award - General Strategy: Two-players Nominee 2018 Japan Boardgame Prize U-more Award Nominee 2018 Japan Boardgame Prize U-more Award Winner 2018 Origins Awards Best Family Game Nominee 2019 GEEKS d'OURO Family/Party Board Game of the Year Nominee 2019 GEEKS d'OURO Family/Party Board Game of the Year Winner |
Enjoy a cooperative spin on the classic game! Now with a revised word list, beautiful art, a brand-new insert that keeps your game neatly organized, and a streamlined rulebook that makes it easier to teach and learn the game.
In Codenames Duet, you're no longer competing — you're teaming up with a fellow operative (or operatives) in a group game for an exciting cooperative experience. The mission? Work together to find all your secret agents hidden among a grid of mysterious codenames. The twist? You each see part of the key — and neither of you has the full picture. Codenames: Duet is perfect to enjoy with only two players, but you can also play it with more friends, if you'd like a less competitive experience than in the basic Codenames.
Here’s how the game works: Lay out 25 word cards in a 5×5 grid. Between you is a shared key card — each half of the team sees one side. On your side, nine words mark your agents, three mark deadly assassins, and the rest are innocent bystanders.
You’ll take turns giving one-word clues paired with a number, pointing the operative(s) across from you to specific words on the grid. Guess right? Keep going. Guess a bystander? Your turn ends. Guess an assassin? Mission failed — game over. But as long as your guesses are correct, you can keep going, even revisiting past clues.
The game is played over a series of 9 turns, but can be increased to 11 turns for operatives who may need a little more time as they improve their skills.
Your goal: Find all 15 agents — without triggering an assassin — before you run out of time!
The game includes 400 new words that can be combined with those from standard Codenames.
Collectively, you need to reveal all fifteen agents — without revealing an assassin — before time runs out in order to win the game. Either player can decide to give the first one-word clue to the other player, along with a number. Whoever receives the clue places a finger on a card to identify that agent. If correct, they can attempt to identify another one. If they identify a bystander, then their guessing time ends. If they identify an assassin, you both lose! Unlike regular Codenames, 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. After the first clue is given, players alternate giving clues.
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Description
| Designer |
Vlaada Chvátil Scot Eaton |
| Publisher | Czech Games Edition |
| Players | 2 |
| Playtime | 15-30 mins |
| Suggested Age | 11 and up |
| Hornor | 2017 Board Game Quest Awards Best Two Player Game Nominee 2017 Golden Geek Best 2-Player Board Game Nominee 2017 Golden Geek Best 2-Player Board Game Winner 2017 Golden Geek Best Cooperative Game Nominee 2017 Meeples Choice Award Nominee 2018 International Gamers Award - General Strategy: Two-player Winner 2018 International Gamers Award - General Strategy: Two-players Nominee 2018 Japan Boardgame Prize U-more Award Nominee 2018 Japan Boardgame Prize U-more Award Winner 2018 Origins Awards Best Family Game Nominee 2019 GEEKS d'OURO Family/Party Board Game of the Year Nominee 2019 GEEKS d'OURO Family/Party Board Game of the Year Winner |
Enjoy a cooperative spin on the classic game! Now with a revised word list, beautiful art, a brand-new insert that keeps your game neatly organized, and a streamlined rulebook that makes it easier to teach and learn the game.
In Codenames Duet, you're no longer competing — you're teaming up with a fellow operative (or operatives) in a group game for an exciting cooperative experience. The mission? Work together to find all your secret agents hidden among a grid of mysterious codenames. The twist? You each see part of the key — and neither of you has the full picture. Codenames: Duet is perfect to enjoy with only two players, but you can also play it with more friends, if you'd like a less competitive experience than in the basic Codenames.
Here’s how the game works: Lay out 25 word cards in a 5×5 grid. Between you is a shared key card — each half of the team sees one side. On your side, nine words mark your agents, three mark deadly assassins, and the rest are innocent bystanders.
You’ll take turns giving one-word clues paired with a number, pointing the operative(s) across from you to specific words on the grid. Guess right? Keep going. Guess a bystander? Your turn ends. Guess an assassin? Mission failed — game over. But as long as your guesses are correct, you can keep going, even revisiting past clues.
The game is played over a series of 9 turns, but can be increased to 11 turns for operatives who may need a little more time as they improve their skills.
Your goal: Find all 15 agents — without triggering an assassin — before you run out of time!
The game includes 400 new words that can be combined with those from standard Codenames.
Collectively, you need to reveal all fifteen agents — without revealing an assassin — before time runs out in order to win the game. Either player can decide to give the first one-word clue to the other player, along with a number. Whoever receives the clue places a finger on a card to identify that agent. If correct, they can attempt to identify another one. If they identify a bystander, then their guessing time ends. If they identify an assassin, you both lose! Unlike regular Codenames, 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. After the first clue is given, players alternate giving clues.












