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Italian
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Nome in Codice: Duetto (Seconda Edizione)
Nome in Codice: Duetto (Seconda Edizione) is a cooperative game where two players work together to find all agents without revealing assassins. The game features 25 word cards arranged in a 5x5 grid and alternating one-word clues.
Publisher: Cranio Creations
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Nome in Codice: Duetto (Seconda Edizione)
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Codenames Duet keeps the basic elements of Codenames — give one-word clues to try to get someone to identify your agents among those on the table — but now you're working together as a team to find all of your agents.
To set up play, lay out 25 word cards in a 5×5 grid. Place a key card in the holder so that each player sees one side of the card. Each player sees a 5×5 grid on the card, with nine of the squares colored green (representing your agents) and three squares colored black (representing assassins). Three of the nine squares on each side are also green on the other side, one assassin is black on both sides, one is green on the other side and the other is an innocent bystander on the other side. 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.
| Mechanics: | Memory Communication Limits Co-operative Play |
| Categories: | Card Games Deduction Parole Spies / Secret Agents |
| Alternative names: | |
| BARCODE: | 8034055587287 |
| The item is in 1 cart This was seen 1353 times | |
Codenames Duet keeps the basic elements of Codenames — give one-word clues to try to get someone to identify your agents among those on the table — but now you're working together as a team to find all of your agents.
To set up play, lay out 25 word cards in a 5×5 grid. Place a key card in the holder so that each player sees one side of the card. Each player sees a 5×5 grid on the card, with nine of the squares colored green (representing your agents) and three squares colored black (representing assassins). Three of the nine squares on each side are also green on the other side, one assassin is black on both sides, one is green on the other side and the other is an innocent bystander on the other side. 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.
| Mechanics: | Memory Communication Limits Co-operative Play |
| Categories: | Card Games Deduction Parole Spies / Secret Agents |
| Alternative names: | |
| BARCODE: | 8034055587287 |
| The item is in 1 cart This was seen 1353 times | |
What players say
How many players it plays best with · 242 votes on BoardGameGeek
- 1 0 0 say it plays best, 1 recommend it, 174 do not recommend it
- 2 218 218 say it plays best, 21 recommend it, 0 do not recommend it
- 2+ 4 4 say it plays best, 49 recommend it, 126 do not recommend it
Best Suggested Not recommended
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