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Czech Games Edition CGE00053 Codenames Duet XXL, Mixed Colours

£12.995£25.99Clearance
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Overall I would go so far as to say that I enjoy Codenames Duet even more than Codenames. My wife, who normally is not a fan of cooperative games, agrees. Duet feels more focused and more intense than the original and I find we get a greater sense of satisfaction when winning a game of Duet over being on the winning team in regular Codenames. She guessed ORANGE first. That was an innocent bystander, so she did not get a chance to guess NUT. 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. I originally wasn’t sure we’d keep our copy of Codenames Duet, but it has certainly grown on me over time. The two-player game is a great chance to try and use more focused clues for the one person you’re giving them to, so you can draw on life experiences, in-jokes etc, much more than you can in the original. If you normally play with two and think that a word association challenge would work for you and your playing partner, then it’s well worth taking a look at Codenames Duet. 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.

Codenames Duet, a team based word guessing Board Game Review: Codenames Duet, a team based word guessing

In Codenames Duet players act as a spymaster and operative using a double-sided legend card. Codenames When a correct clue is guessed, a green agent card is placed over the word and a time token is taken. The team can then go on to select another word if they wish. If an incorrect clue is guessed that team’s turn ends. If the incorrect clue is not an assassin, a bystander token is placed on the card pointing at the team that missed the guess. If an assassin is ever selected the game ends in a loss for all players.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. 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. 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. Codenames Duet is more than simply a 2-player version of the most popular party game of the last few years. It’s transformed, different, and compelling in its own unique way. It also makes me appreciate the original Codenames design more. 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).

Codenames: Duet is now online! « Czech Games Edition

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 Codenames: Duet is a cooperative version of the game where two players try to find all their agents out of codename cards. The spymaster’s goal is to choose a word that somehow connects to the tile word(s) they want their teammate to guess, and the number indicates how many tiles relate to the clue. So, if I was the spymaster and wanted my operatives to guess “ice cream” and “brownie,” and there were no other sweet foods on the board, I might say, “dessert, two.” As spymaster, that’s all I’m allowed to say. I can’t clarify or give addendums, aside from spelling the word if it’s a homophone—like “read” as opposed to “reed.”Any side can be up. Don't think about it. Just slide it into the stand. And don't let the field operatives see it. 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). Each game has one key that reveals the secret identities of the cards on the table. The spymasters should choose the key card randomly and slide it into the stand between them.

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