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Two rival spymasters know the secret identities of 25 agents lying face-up on the table. Their teammates know only the codenames on the cards. Spymasters give one-word clues to point their team at the right agents while dodging the assassin and the rival team's spies. First team to contact all their agents wins.
Two rival spymasters know the secret identities of 25 agents lying face-up on the table. Their teammates know only the codenames on the cards. Spymasters give one-word clues to point their team at the right agents while dodging the assassin and the rival team's spies. First team to contact all their agents wins.
Codenames: Duet XXL, the cooperative version of our popular word association game, brings an improvement over its smaller predecessor with more comfortable play. 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. (Why you don't already know who your agents are is a question that Congressional investigators will get on your back about later!) To set up play, lay out 25 word cards in a 5x5 grid. Place a key card in the holder so that each player sees one side of the card. Each player sees a 5x5 grid on the card, with nine of the squares colored green (representing your agents) and one square colored black (representing an assassin). The assassin is in different places on each side of the card, and three of the nine squares on each side are also green on the other side! Collectively, you need to reveal all fifteen agents without revealing either assassin or too many innocent bystanders before time runs out in order to win the game. Either player can decide to give a 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 reveal as many as the number stated by the clue-giver, then they can take one final guess, if desired. If they identify a bystander, then their guessing time ends. If they identify an assassin, you both lose!
Two rival spymasters know the secret identities of 25 agents. Their teammates know the agents only by their Codenames!In Codenames: Deep Undercover, two teams compete to see who can make contact with all of their agents first. Spymasters give one-word clues that can point to multiple words on the board. Their teammates try to guess words of the right colour while avoiding those that belong to the opposing team. And everyone wants to avoid the assassin because if you land on his area of the board it's game over for you and your team!
What are these strange symbols on the map? They are code for locations where spies must contact secret agents! Two rival spymasters know the agent in each location. They deliver coded messages telling their field operatives where to go for clandestine meetings. Operatives must be clever. A decoding mistake could lead to an unpleasant encounter with an enemy agent - or worse, with the assassin! Both teams race to contact all their agents, but only one team can win. Codenames: Pictures differs from the original Codenames in that the agents are no longer represented by a single word, but by an image that contains multiple elements.
Codenames Disney is a family version of the very popular Codenames - one of the most popular party games of modern times - winning many board game awards. In Codenames Disney, two teams compete to be the first to identify all of the treasure cards belonging to their team. In each team, one Cluemaster will be given a key card to describe which clues on the grid correspond to each team colour, red or blue. Cluemasters take turns to give clues that connect together the words or pictures on the grid - their teammates then use this clue to identify the correct treasure cards. If you guess a wrong treasure then it might just be a red-herring, but worse yet, it could be a clue for the other team, or even the assassin, meaning that you'll lose the game immediately. It's up to the cluemaster to ensure that their clues and clear and don't accidentally send their teammates towards the wrong pictures or words. Looking to connect Flounder and Dory? - Then 'Fish-2' might be a good clue. The ocean from Moana and the waterfall from Up? - Try 'Water-2'. With Codenames Disney you can play a traditional game of Codenames with a grid of words, or a version of Codenames Pictures - making it very adaptable for minds that think differently. When playing with younger players, you can limit the grid to a 4x4, instead of the standard 5x5, and remove the assassin, to avoid any early mishaps. Codenames Disney is a great family version of this hit party game, perfect for Disney fans young and old! With characters and scenes from the classic Disney era, as well as some modern films and Pixar favourites, there's something everyone should recognise and enjoy! Player Count: 2-8 Time: 15 Minutes Age: 8+
Two rival spymasters know the secret identities of 25 agents. Their teammates know the agents only by their CODENAMES. Codenames: Deep Undercover 2.0 is an adults-only, mature version of Codenames using the same popular game mechanics, but introduces all-new words, packaging, "by-standers" and art.
Codenames: Marvel combines the hit social word game Codenames, while featuring characters and locations from the Marvel Universe including, Spider Man, Guardians of the Galaxy, The Avengers and Doctor Strange. Opposing teams, S.H.I.E.L.D. and Hydra, compete to be the first to identify all of their team's 'field agents' from 25 Code cards displayed in a 5x5 grid. Code cards contain pictures on one side and words on the other. In Codenames, two teams compete to see who can guess all of their words correctly first - but those words are hiding in plain sight in a 5x5 grid that includes the words of the other team, neutral words, and an assassin that will cause you to lose the game immediately if you guess it. One person on each team is a spymaster and only these two know which words belong to each team. Spymasters take turns giving one-word clues that can point to multiple words on the board. Their teammates try to guess words of the right color while avoiding those that belong to the opposing team - and everyone wants to avoid the assassin.
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