rules overview
video
2
OVERVIEW
SETUP
Two covert operatives are on a secret mission in a crowded city. Each knows 9 secret agents
that the other must contact. Communicating in coded messages, they sneak past enemy assassins
in an attempt to complete their mission before time runs out.
Codenames: Duet is a cooperative word game for two or more players.
A key card gives you 9 words to give clues for and 3 words your partner must avoid.
A clue is only one word, but it can point to multiple words that you want your
partner to guess. Your partner also gives you clues for the words you need to find.
If you both find all the words before you run out of turns, you both win.
IMPORTANT! You and your partner sit on opposite sides of the table. (If you sit on the same side,
the key card will not work.)
Shuffle the word cards and deal 25 at random into a 5 × 5 grid, as shown.
Place the green agent cards and the assassin card where both players can reach them.
Place 9 timer tokens bystander side up beside the word grid, as shown above. This forms the time bank.
Leave 2 timer tokens in the box. Only 9 tokens are used in the standard game. However,
this game is quite challenging. A 10
th
or 11
th
token can be added to make it a little easier.
These extra tokens are colored blue to remind you to use only 9 in the standard setup.
Set the plastic stand beside the word grid. Shuffle the deck of key cards and draw one at random.
Place the key card in the plastic stand so that each player sees only one side of the card. The card
should be wider than it is tall, as shown above. Either wide edge can be on top.
Tip: If you hold the deck vertically and draw from the middle, then you will see only your own side
of the card.
1 assassin card
15 agent
cards
9 timer tokens
in the time bank
2
5 word
cards
the other
player
one
player
a
key card
in the stand
These rules describe a two-player game,
but adding more players is easy. Details are on page 11.
3
DUET KEY CARDS
Each game has 1 double-
sided key card. On your side
of the card, 9 words are
marked in green. These are
the words you want your
partner to guess.
You also see 3 assassins
marked in black. If your
partner guesses one of
these words, you both immediately
lose the game.
The other words are innocent
bystanders – people who get in
the way. If your partner guesses
one of these words it is an
incorrect guess.
Your partner also sees 9 green
words and 3 black words, but they
are mostly different words. Your partner will give you clues for the words
that are green on the side of the card that you can't see.
Give clues for
the green words.
Avoid clues that
might lead to the
three assassins.
Try to avoid
innocent bystanders.
GOAL
IF YOU KNOW CODENAMES
You both win if you can find all 15 words in nine turns or less.
Note: You are each giving clues for 9 green words, and 9 + 9 is more than 15, but some words appear
green from both sides. Details are on the back page.
If you already know Codenames, you still
need to learn these rules. The core idea
is the same, but most of the details are
different.
The key card is double-sided so you and
your partner can take turns giving each
other clues. Timer tokens are used to
limit your number of turns. And a word
that looks like a green agent on your
side of the key card might be something
completely different on turns when you
are the guesser.
4
GAME PLAY
Start the game by looking for a clue that will
lead to two or more green words. Your partner
will also be looking for a clue for words that are
marked green on the other side of the card.
GIVING A CLUE
A clue is one word and one number. The
number tells how many words on the table
relate to the word in the clue.
For example,
Weather: 2
might be a good clue
for STORM and RAINBOW.
The word in your clue cannot be one of the
words visible on the table. So in the example
above,
storm: 2
would be an invalid clue.
Rain: 2
would also be invalid because
rain
is
part of RAINBOW. Full details are on page 10.
It is legal to give a clue for only one word, but
you will have to give some clues for two if you
want to win the game. A successful clue for
three or more words is a big accomplishment.
The First Clue
Either player may give the first clue.
Let's suppose you find a good one while your
partner is still looking, so you offer to give the
first clue.
You say a word and a number … and nothing
else. Now your partner tries to figure out which
words you meant.
MAKING A GUESS
On a turn when you give the clue, your partner
will make guesses. Your partner takes time to
look at all the words on the table. Then he or
she makes a guess by touching one of the word
cards.
If your partner touches a word that you see
as green, that is a correct guess. Cover it
with a green agent card. Your partner has
made contact with one of your agents and
you are one step closer to winning the game.
(Note: You cover a green word with a green
agent card even if it wasn't one of the words
you meant. Do not let your partner know.
You should act like you meant that word.)
If your partner touches a word you see as
black, that is an assassin. The game is
over and you both lose. Your partner went
down a dark alley looking for a contact and
got caught by the assassins.
If your partner touches a word you see
as tan, mark it with a timer token. Take
a token from the time bank and place it on
the word card, bystander side up, with the
arrow pointing from you to your partner.
This indicates that when you gave a clue,
your partner guessed this word and ran
into an innocent bystander. Do not cover
the word. This still
might be a word that
your partner wants
you to guess.
Running into an innocent bystander ends the
turn immediately, and running into an assassin
ends the game. On the other hand, finding
a green word gives your partner a chance for
another guess.
One Clue, Multiple Guesses
Your partner can make another guess if the
first guess was correct. (You do not give
another clue.) The second guess is made the
same way as the first, and you mark the word
according to the same rules. If that guess is
correct, your partner can guess again. And
again. Your partner can make an unlimited
number of correct guesses.
Ideally, your partner will find all the words
indicated by your clue. Of course, it doesn't
always work out that way.
PINE
PINE
PEW
PEW
CAE SAR
CAESAR
LUNCH
LUNCH
POTTER
POTTER
DOLL
DOLL
GOLF
GOLF
CRAFT
CRAFT
SKATES
SKATES
VIRUS
VIRUS
LE MONADE
LEMONADE
LOCUST
LOCUST
RIFLE
RIFLE
MAKE UP
MAKEUP
RUSSIA
RUSSIA
TATTOO
TATTOO
FIDDLE
FIDDLE
VAMPIRE
VAMPIRE
CAVE
CAVE
RANCH
RANCH
IGLOO
IGLOO
ANT
ANT
BRICK
BRICK
BUCKET
BUCKET
5
END OF THE TURN
Each turn has exactly one clue and at least one
guess. Assuming you don't run into an assassin,
there are two ways a turn can end:
A wrong guess ends the turn. If your
partner touches an innocent bystander,
you mark it with a timer token from the
time bank and the turn ends.
After one or more correct guesses, your
partner may choose to end the turn by
taking a timer token from the time bank.
The token is kept checkmark side up in
front of your partner.
A turn always uses up a timer token. The
number of timer tokens left in the time bank is
the number of turns (and the number of clues)
left in the game.
If everything goes well, your partner will guess
as many words as you indicated by your clue
and then stop. But your partner may choose
to quit early. It is also legal for your partner
to take additional wild guesses, but we don't
recommend it.
NEXT TURN
You and your partner will take turns giving
clues. So if you gave the clue on the first turn,
your partner gives the clue for the next turn.
When you are guessing, only your
partner's side of the key card is relevant. The
words your partner wants you to guess could
appear green, tan, or even black on your side.
You should focus on the words and ignore the
key card.
A word that is covered by a green agent card
does not need to be guessed anymore. In
particular, if you guess a word that looks green
from both sides of the card, your partner will
cover it, and neither of you will give clues for it
anymore. (If this happens, do not tell your partner
that you were also giving clues for that word.)
A word marked by a timer token might need
to be guessed by the other player. For example,
if your partner guessed a bystander, you should
have marked it so that the arrow on the token
points from you to your partner. Here is what
can happen if you guess that word:
Your partner might see it as an assassin, in
which case you lose the game.
Your partner might see it as an inno-
cent bystander, in which case your part-
ner marks it with a second timer token,
with the arrow pointing toward you. The
timer tokens should be arranged to cover
the word, since neither of you can guess
it again.
Your partner might see it as a green agent,
in which case your partner covers it with
a green agent card. The timer token should
be put on top of the agent card to remind
you of what happened on the earlier turn.
Using Clues from Earlier Turns
You might not find all the words related to your
partner's first clue. Maybe your turn ended early
because of a wrong guess, or maybe you chose
to end it early because you weren't willing to
risk running into an assassin.
When it is your turn to guess, keep previous
clues in mind. You are not required to guess
words related to the current clue. You can
guess words related to any clue you have been
given. Sometimes you might want to guess the
words you are most sure of first, even if they do
not relate to the current clue.
This is also important to keep in mind when
you are thinking up clues. Your partner will have
another chance to guess a word he or she missed
on your first clue, so it might not be necessary to
give another clue for that same word.
GUESSING THE LAST WORD
If all 9 words that you see as green have
been covered by agent cards, tell your partner
that he or she has no words left to guess. Your
partner will be the one who gives clues on all
remaining turns.
6
EXAMPLE OF PLAY
You have the words and key card shown here.
You have a good clue for 3, so you offer to
start. You say
salad: 3
.
Your partner touches RANCH, because ranch
dressing can go on a salad. You cover RANCH
with a green agent card. Confident she has the
right idea, she touches RUSSIA, because she just
learned how to make Russian dressing.
The incorrect guess ends the turn. You mark
RUSSIA with a timer token, bystander side up.
The arrow points from you to your partner.
It is now your partner's turn to give a clue.
After some thought, she says
Waterloo: 2
. You
touch NAPOLEON and she marks the word with
a green agent. That word happened to be green
on your side, too, but you don't tell her that. The
other word for
Waterloo
is hard to find. Maybe
your partner thinks the Battle of Waterloo
happened in Russia?
You touch RUSSIA. Your partner marks it with
a green agent card. It already has a timer token,
so she puts this on top of the agent card. You
have no reason to take a wild guess, so you take
a timer token from the time bank and place it in
front of you with the checkmark side up.
(Your partner was actually giving a clue for
NAPOLEON and RIFLE. But RUSSIA was also
green on her side of the card, so it counts as
a correct guess. She is not supposed to give any
of this information away, so she acts as though
RUSSIA was exactly the word she meant.)
It is your turn again. You say
miniature: 2
, hoping
to get DOLL and ANT. Your partner touches
DOLL. You cover it with a green agent card.
She's not sure about the other
miniature
word,
but she has figured out that you might eat
a salad for lunch. She touches LUNCH. You mark
it with a green agent card. Her hand hovers over
LEMONADE, something else you might have
at lunch. Your stomach tightens, because that
word is an assassin, but you act calm, as though
it would not bother you at all for her to pick
that word. Fortunately, she remembers there is
something called a Caesar salad. She touches
CAESAR, and you cover it with a green agent
card. You do not sigh with relief, because that
would give too much away. She touches ANT.
You cover ANT with a green agent card.
Your partner ends the turn by taking a timer
token from the time bank. You have 6 turns left
and the board looks like this:
7
ENDING THE GAME
CLEAR VICTORY
Once all green words from both sides of the card
have been guessed, both players win the game!
There are 15 agent cards and 15 words to
guess. (There are 9 on each side, but 3 overlap.)
So you win when the last agent card is placed.
Of course, there are other possible endings:
ASSASSIN
If either player guesses a word that the other
player sees as black, your team has been caught
by the assassins and you both lose.
SUDDEN DEATH
If you have used up your last timer token and
there are still words to be guessed, it is time for
the sudden death turn.
No one gives any more clues. You have no
more time. The sudden death turn just allows
you to use all the information you already have
in one last attempt to win the game.
If only one player has words left to guess, that
player is the guesser. If you both have words
left, you are both guessers. You can make your
guesses in any order, and you do not have to
take turns, but you are not allowed to discuss
a guessing strategy.
Guesses should be made one at a time and
marked in the usual way. For example, when
your partner touches a word, your side of the
key card determines whether the guess is
correct or not.
A wrong guess in sudden death ends the
game – both players lose, even if the guess was
just an innocent bystander.
If all your guesses are correct and you find the
last green agent, you both win!
LIMITED COMMUNICATION
YOU ARE READY TO PLAY YOUR FIRST MISSION!
Afterwards, turn the page and tell us how you did.
Your information should be limited to what you can deduce from each other's clues. If you comment
on your guess, don't give away any information about your side of the key card. If you guess a word
that your partner marks as a green agent, do not tell your partner what that word looks like on your
side. Do not give your partner advice on when to stop guessing, and do not tell your partner how many
words are left to guess unless all the words you see as green have been covered by green agent cards.
8
DEBRIEFING – HOW DID IT GO?
YOU MET AN ASSASSIN
Yeah, this happens. You lost. That's what the
assassins are paid for. You can just flip all the
word cards over (or deal a new set), draw a new
key card, and try again.
Before giving a clue, always check the three
assassins. Try to avoid a clue that could lead to
one of those words. Careful players can avoid
the assassins … usually … sometimes.
Good luck!
YOU RAN OUT OF TIME
Your sudden death turn ended on an incorrect
guess and you failed to contact all your agents.
Do not give up – flip the word cards over (or deal
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 are a bit of a stretch. Your partner knows
that not every clue will be a perfect match. Just
beware of the assassins.
If you consistently run out of time, consider
adding a 10
th
or 11
th
timer token. Maybe you
need to practice on an easier mission before
tackling the tougher challenges.
YOU WON A MISSION
WITH 10 OR 11 TOKENS
Great! You played with some extra timer tokens,
but you contacted all your agents while avoiding
the assassins. Mission complete!
We hope you enjoyed the game. You can play it
this way again, or you can try it with 9 tokens.
It may be tough, and you might need several
attempts or a bit of luck, but it feels great to
beat that mission!
YOU WON A STANDARD
9-TOKEN MISSION
Awesome! You did great, and you are ready for
anything!
The section on the facing page explains how
to use the mission map to find new challenges.
The various missions require different skill levels
and strategies.
Of course, you can also play the standard
9-token mission again. With so many key
cards and words, each game will be completely
different.
Scoring a 9-Token Mission
Some games are a struggle where you run into
lots of bystanders and have to use your sudden
death turn to pull out a victory. Other games you
might win in only 7 or 8 turns. You can evaluate
how well you did by counting up your score:
Give yourselves 3 points for each timer to-
ken left in the time bank. (But do not for-
get that you also used a token on the last,
victorious turn.)
Give yourselves 1 point for each timer to-
ken that a player took when ending a turn
after a correct guess.
Subtract 1 point if you needed the sudden
death turn to win.
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
really should give the
mission map a try.
9
MISSION MAP
So, you just successfully completed a standard
9-token mission? Congratulations!
(If you have not done that yet, keep trying.
Return here when you succeed.)
TEAM
Prague
9
9
Cairo
9
5
Cape Town
10
1
Baghdad
8
5
Dubai
7
5
Sydney
9
1
Singapore
6
6
Mumbai
6
5
Moscow
8
8
Yakutsk
8
4
Tokyo
8
1
Shanghai
7
4
Hong Kong
6
4
Bangkok
7
7
Berlin
11
2
London
10
2
Montreal
9
2
Los Alamos
8
2
Washington, D. C.
7
2
Vatican City
8
0
Madrid
10
0
Casablanca
9
3
Bogota
8
3
Rio de Janeiro
7
3
Paris
11
0
Monte Carlo
9
0
Your team is ready for
more challenging missions.
Take one of the mission
maps from the pad.
(There are multiple copies,
so you can play missions
with various teams.) Write
your names in the Team
box and then mark the
circle labeled Prague. You
have just completed the
Prague 99 mission!
Now you are free to take any mission connected
to Prague. (Your choices are Berlin, Cairo, or
Moscow.) Here's what the numbers next to each
mission mean:
MISSION PARAMETERS
Each mission has two parameters. The first
number is the total number of turns. When
setting up a mission, put this many tokens in the
time bank and leave the rest in the box. Moscow
uses only 8, while Berlin uses all 11. Cairo
uses 9, just like the standard Prague mission.
The second number is the number of acceptable
mistakes. Only this many tokens are bystander
side up. The rest are flipped to the checkmark
side. When setting up Cairo, for example, only 5
of the 9 tokens will be bystander side up:
9 timer tokens total
5 acceptable mistakes
Cairo 95
Moscow 88, Bangkok 77, and Singapore
66 are just like the standard mission, but with
fewer tokens. For the other missions, you have
a limited number of acceptable mistakes.
USING THE TIMER TOKENS
If the guesser chooses to stop guessing after
one or more correct guesses, he or she takes
a checkmark-side-up token from the time bank.
If only bystander-side-up tokens are left, the
guesser takes one of these instead and places it
checkmark side up on his or her side of the table.
If the turn ends by guessing a bystander, the clue
giver takes a bystander-side-up token from the
time bank and uses it to mark the incorrect guess,
as usual. However, once you are out of bystander-
side-up tokens, wrong guesses are penalized. In
this case, you mark a bystander by removing two
checkmark-side-up tokens and flipping them
over to mark the bystander. The mistake costs you
two turns instead of one.
(The stack of two tokens
is treated the same as
a single token.)
Of course, if someone guesses an assassin, the
timer tokens are irrelevant – you lose.
If a turn uses up your last token or your last two
tokens, you play a sudden-death turn, as usual.
However, if a turn causes you to use up more
tokens than you have, you lose immediately.
This will happen only when you have 1 timer
token left, it is checkmark side up, and the
guessing side guesses a bystander.
CONTINUING ON
When you win a mission in Berlin, Moscow, or
Cairo, mark it as complete. More missions are
unlocked. You can continue outward along any
unlocked line.
Different missions require different strategies.
For some, you will need a very careful approach.
Others reward bold clues and aggressive guessing.
Use the mission map the way that is the most
fun for you. Perhaps you will find a few favorite
missions and replay them again and again.
Perhaps you will push outward, trying to complete
them all. The lines under the map can be used to
keep notes on your failures and successes.
PINE
PINE
PEW
PEW
CAESAR
CAESAR
LUNCH
LUNCH
POTTER
POTTER
DOLL
DOLL
GOLF
GOLF
CRAFT
CRAFT
NA POLEON
NAPOLEON
SKATES
SKATES
VIRUS
VIRUS
LEMONADE
LEMONADE
LOCUST
LOCUST
RIFLE
RIFLE
MAKEUP
MAKEUP
RUS SIA
RUSSIA
TATTOO
TATTOO
FIDDLE
FIDDLE
VAMPIRE
VAMPIRE
CAVE
CAVE
RANCH
RANCH
IGLOO
IGLOO
ANT
ANT
BRIC K
BRICK
BUCKET
BUCKET
If you use up all your maps, you can print more! Download the PDF from czechgames.com.
VALID AND INVALID CLUES
ADVANCED TECHNIQUE: THE ZERO CLUE
10
Some clues are invalid because they violate the
spirit of the game.
Your clue must be about the meaning of the
words. You can't use your clue to talk about
the letters in a word or its position on the table.
Middle: 1
is not a valid clue for the word in the
middle of the table.
S: 3
is not a valid clue for
three words that begin with S.
Letters and numbers are valid clues, as long
as they refer to meanings. You can use
one: 2
as a clue for METER and DOLLAR. (
Hundred: 2
might be better.) You can use
B: 2
as a clue for
FLAT and LETTER. (But this clue will only work
on your musical friends.)
The number you say after your clue can't be
used as a clue.
Hair: 5
is not a valid clue for
SHAMPOO and PENTAGON.
You can't say any form of a visible word on
the table. If HIDE is visible, you can't say
hid
,
hidden
, or
rawhide
. But
hideous
is still okay.
A word is "visible" until it is covered by a green
agent card or two timer tokens representing an
incorrect guess from each side. A word marked
as an incorrect guess from only one side is still
considered visible.
You can't say part of a compound word on the
table. If EARTHQUAKE is visible, you can't say
earth
,
quake
,
earthy
, or
quaking
. But
hearth
and
ear
are okay.
You are allowed to spell your clue. This can be
helpful if you want to say
knight
while avoiding
things related to
night
.
Accents, vocal inflections, and singing are not
allowed. Don't say
pancake
in a French accent
as a clue for FLAT and NAPOLEON. And don't
look up the French word for FLAT. The only
foreign words allowed are those you would
use in an English-language conversation.
(
Crepe
is okay.)
Proper names are okay, as long as they are one
word. So
Michelangelo
is a valid clue, but
Leonardo
da Vinci
is not … unless you think it should be:
LOOSENING UP THE 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.
PENALT Y 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.
Then the guesser should guess as though the
clue were valid. (So the turn ends in the usual
way, which in most cases will use up another
timer token.) In some circumstances, an invalid
clue might give away so much information that
you decide it's better to start over with a clean
game, but most of the time this penalty should
be sufficient.
It is legal to give a clue for zero. For example,
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 will
indicate that your partner should avoid SLOTH,
and your partner might even be able to see that
SLOTH is getting in the way of an easy clue like
animals: 3
.
Even when your clue is for zero, your partner still
must guess at least one word.
11
WITH MORE THAN 2 PLAYERS
This game was designed for 2 players, but
in playtesting we had a lot of fun with larger
groups. Players should divide into two sides
sitting across from each other. Everyone should
be able to see only one side of the key card.
Gameplay is the same as for a two-player
game. Anyone may give a clue, and all the
players on the opposite side of the table
are guessers. The clue-giving side may
discuss the clue ideas, but they should
not let the other side overhear. You
can whisper, write things down,
or even leave the room, if you
want. However, discussion is not
required. Often it's easiest to
just give the clue without discussion, if you think
you have found a good one.
The guessing side may discuss their guess, but
they should not say anything that would reveal
information about their side of the key card. As
always, the guess is official only when one of the
guessers touches the word card.
A Game by Vlaada Chvátil & Scot Eaton
Illustrations: Tomáš Kučerovs
Graphic Design: František Horálek, Filip Murmak
Words and Rulebook: Jason Holt
Playtesters:
Kreten, Dita, Vítek, Ondra, Zuzka, Tomáš, Plema, Yuri, Jakub, Filip, Léňa, Katka, Vláďa,
Alne, Meysha, Matúš, Dávid, Yurri, Mišo, Lenka, dilli, Meggy, Patrik, Roneth, Fanda, Jirka Bauma,
Miloš, Yim, Pogo, Jája, Elenistar, Iva, and more awesome people from Czechgaming, Podmitrov,
Malenovice, and other Czech gaming clubs and events, Jason, Josh, Paul, Emilee, Greg, Laura, Ryan,
Lucy, William, Elizabeth, Jim, Jordan, Brad, Leigh Ann, Aron, Sarah, Stacia, Amy, Erin, Dylan, Jeff,
Kathy, Kirk, Peter, Bradley, Nelson, and lots of great gamers from Gathering of Friends, BGGcon, MisCon,
GAMA Trade Show, Baycon, Airecon, Protospiel Minnesota, Pionek, and other events worldwide.
Special thanks to: Petr Murmak, Jason Holt, Paul Grogan,
Joshua Githens, and Michal Štach for relentless presenting and
playtesting the game at gaming events. Our kids and spouses Alenka,
Hanička, Pavlík, and Marcela Chvátilovi, Kristina Eaton, Lenka
Murmaková, Sierra Stoneberg Holt, and Vicky Strickland for being
at hand whenever a new version or idea needed to be tested.
The entire CGE team (and especially Dita Lazárková and Vít Vodka)
for keeping an eye on everything, preparing amazing prototypes,
and still finding time to play a game of Duet here and there :)
© Czech Games Edition
www.CzechGames.com
June 2017
LOOSER TURN ORDER
Some of our playtesters preferred a variant where the two players do not have to take turns. You can
allow a player to give two clues in a row, if you like. But then the other player should give a clue. To
give all clues from one side before even starting to give clues from the other side is not in the spirit
of the game.
12
SECRETS OF THE KEY CARD
All key cards are designed according to this diagram. You can use this knowledge to your advantage.
COLORS AS YOUR PARTNER SEES THEM
COLORS AS YOU SEE THEM
Find these 15 words to win the game.
Of the 9 words you see as green, 3 are also green on the other side of the key card. That means
together you have only 15 words to guess. Note: Some players like to always place their agent cards
facing the guesser so they can keep track of who guessed which green words.
Of the three words you see as black, one is black, one is green, and one is
tantan on the other side of the
key card. This means that one word you see as black is a word you must guess. Furthermore, if you have
found the black word that is green on the other side, you should not guess the other two black words.
THINGS TO REMEMBER
Each turn consists of exactly one clue and one
or more guesses. Your number of guesses is
unlimited as long as you keep guessing correctly.
When a player touches a word, its identity depends
only on the other player's side of the key card.
Touching a tan word ends the turn. Touching
a black word ends the game.
A word marked by a timer token for one player
may still be guessed by the other player. When
it is marked both ways, it is considered covered.
Each turn costs you one timer token from the
time bank. Either it is used by the clue giver
to mark a bystander the guesser touches, or it
is taken by the guesser to indicate he or she is
done guessing.
If you have not won the game after using your
last timer token, you play a sudden death
turn. Both players may guess, but no clue is
given. If anyone makes an incorrect guess, you
lose the game.
When using the mission map, an incorrect
guess might use up two timer tokens. This
happens if you exceed the acceptable number
of incorrect guesses. If you have only one token
when you must give up two, you skip the
sudden death turn and lose the game.
You must never reveal anything about your
side of the key card, except that you must tell
your partner when all words you see as green
have been covered by green agent cards.
DUET AND OTHER EDITIONS OF CODENAMES
You can use the words from Duet in the original
version of Codenames. And you can take the words
from the original set and play Duet with them. You
can even combine both sets of word cards to get
a set of 800 unique words to use in either version of the game.
The Duet key cards will also work with Codenames: Pictures,
if you deal out the picture cards in a
5 × 5 grid.
Note: You can
distinguish Duet cards from
the original Codenames
cards by two dots.