Codenames Duet
Codenames Duet
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| 2 players | 15 min | 12 years and up |
Codenames Duet is the standalone cooperative version of Vlaada Chvátil's popular Codenames, published by IELLO. Where the original game pitted two rival teams against each other, Codenames Duet brings together two secret agents who must cooperate to identify 15 code words hidden in a 25-card grid, in just 9 turns and without encountering the 3 Assassins. The great originality: each player sees different information on their double-sided Key card — what one has to make the other guess, the other doesn't see it entirely, and vice versa. A brilliant word association game, more challenging than the original Codenames, ideal for playing with two.

How to play Codenames Duet?
Game Setup
- Formez une grille de 25 cartes Nom de Code en 5×5 au centre de la table, face visible, lisibles des deux côtés.
- Tirez une carte Clé au hasard et placez-la sur son support entre les deux joueurs — face A vers un joueur, face B vers l'autre. Chaque joueur voit sa face et connaît ainsi 9 mots à faire deviner à son partenaire, dont 3 mots sont communs aux deux faces. Sur sa face, chaque joueur voit aussi 3 Assassins dont 1 est commun aux deux.
- Posez les 9 jetons Temps face visible — ils représentent les tours disponibles.
- Distribuez les 15 tuiles Identité vertes, la tuile Assassin et les tuiles neutres à portée des deux joueurs.
Gameplay outline
The game is played in a maximum of 9 rounds, alternating:
- The Spymaster(the one who gives the clue): gives one wordfollowed by a number indicating how many words on the grid this clue refers to. They cannot point or give additional clues.
- The Agent(the one who guesses): suggests one or more words on the grid by pointing to them. For each word:
If it's a contact(Spymaster's green word): a green tile covers it, and the Agent can continue guessing.
If it's an Innocent Bystander(neutral): a neutral tile covers it, and the turn ends — a Time token is flippedto Closed Case, reducing the remaining time.
If it's an Assassin: the game ends immediately in a collective defeat.
- The Agent can also choose to voluntarily stopafter guessing one or more words, without reaching the maximum — sometimes prudent if the clue is risky.
- After each guessing round, the roles are reversed: the Spymaster becomes the Agent and vice-versa.
Important: the 3 words common to both sides count for both players— when they are found, both progress simultaneously. Similarly, the common Assassin is deadly for both sides.
Win/Loss Condition
- Victory: All 15 green code words are identified before the end of the 9th turn.
- Defeat by time: The 9 turns are over without having found all the words.
- Instant defeat: An Assassin is designated at any time.
The mission logbookincluded in the box offers campaign progression through several cities (Prague, Cairo, Berlin, Moscow...) with varying difficulty settings to take on new challenges.
Our Tips for Winning
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Give clues that cover as many words as possible
With only 9 turns for 15 words, you mustregularly cover 2 or 3 words per clue. A clue pointing to only one word is an almost lost turn. Look for broad associations and embrace them, even if they seem bold.
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Always check the 3 Assassins before giving your clue
On your Key card, you see 3 Assassins — including 1 shared with your partner. Before giving your clue, make sure it does not point to any of these 3 words. The shared Assassin is particularly dangerous because your partner can also trigger it from their side.
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Dare to stop before you've figured it all out
The Agent can always choose to stop voluntarily. If you guessed the first 2 words correctly but the third seems risky, don't force it. Losing a Time token costs a turn, but landing on an Assassin costs the entire game.
FAQ – All about Codenames Duet
Is Codenames Duet really harder than classic Codenames?
Yes, significantly. In classic Codenames, opposing team's mistakes can indirectly benefit you. In Duo, you play against the game and each mistake directly penalizes you: Innocent Bystander = lost time token, Assassin = immediate defeat. There's no safety net.
Do you need Codenames to play Codenames Duet?
No. Codenames Duet is a standalone and complete gamewith its own 200 Code Name cards and 100 Duet Key cards. It can, however, be mixed with the cards from the base game to vary the available words.
Can more than 2 players play?
Yes. With 3 or more players, you formtwo teams seated facing each other— one team gives the clue while the other guesses, then you alternate. With 4 or 6 players, the experience is very close to classic Codenames in terms of group dynamics.
Is a word guessed by chance — without being in the Spymaster's head — valid?
Yes, totally. If the Agent designates a green word that the Spymaster had not included in their clue, the word is valid and covered. The Spymaster must not point it out (it is forbidden) — at the risk of disrupting communication for the next turn.