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Czech Games Edition (CGE)

Codenames Duet

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Codenames Duet is a cooperative word game for 2 players, playable in around 15–30 minutes. Partners swap one-word clues to contact all fifteen hidden agents in a shared 5×5 grid while steering clear of assassins. Light, fast and recommended for ages 10+.

Players
2 players
Play time
Up to 1 hr
Age
Teens
Complexity
Easy

About the Game

In Codenames Duet, you and a partner are covert operatives racing to contact all fifteen hidden agents before time runs out. Sitting opposite each other, you trade one-word clues — “River: 2”, perhaps — pointing to word cards in a shared 5×5 grid. Guess well and you may keep going, even circling back to earlier clues; stumble onto a bystander and your turn ends; hit an assassin and you both lose on the spot.

Codenames Duet is built for 2 players, with games lasting around 15–30 minutes. It's a Light complexity game recommended for ages 10+, blending cooperative play, communication limits, deduction and push-your-luck tension.

Released by Czech Games Edition in 2017, Codenames Duet reworks the Spiel des Jahres-winning Codenames into a fully cooperative challenge. Rather than rival teams racing to their own agents, both players see different halves of a double-sided key card, so everyone gives and receives clues, and correct guesses can chain across turns — a twist unique to this edition.

History

Codenames Duet was released in 2017 by Czech Games Edition as a cooperative spin-off of Codenames, the Vlaada Chvátil design that won the 2016 Spiel des Jahres. Designed by Chvátil with Scot Eaton, it reworks the one-word clue format so two players work on the same side rather than competing in rival teams.

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Shipping details

Codenames Duet

$25.00

Watch: How to play

Rules of Codenames Duet

  • Setup: Deal 25 word cards into a shared 5×5 grid between the two players, then place a double-sided key card in its stand so each player sees only their own side showing agents, bystanders and assassins.
  • Players sit opposite each other and take turns as clue-giver and guesser — both roles are shared because each side of the key card shows different agents.
  • On your turn as clue-giver, say a single word plus a number (for example, River: 2) pointing to that many grid words your partner should guess.
  • The guesser touches one card at a time; each correct agent may be covered and they may keep guessing, up to the clue number plus one bonus guess.
  • Guessing a bystander ends the turn immediately and costs a timer token; guessing an assassin means both players lose on the spot.
  • Objective: Work together to contact all fifteen hidden agents before the timer tokens run out.
  • The game ends in a shared win once all fifteen agents are revealed, or in a loss if time expires or an assassin is chosen.

Strategy

  • Early on, look for clues that link two or three words — bigger clues stretch your limited timer tokens further, but only when the connection is clear.
  • Check your clue against every visible word, not just your targets; if it could plausibly point to a bystander or assassin, pick a safer word.
  • Remember your partner sees different agents, so a word that looks harmless to you may be dangerous for them — favour clues with unambiguous meanings.
  • Use the bonus guess to circle back to earlier clues you passed on; agents from previous turns often become obvious later.
  • As the guesser, commit to your strongest match first, and don't feel obliged to use every guess if you're unsure — stopping is often wiser than risking a bystander.
  • When time runs short, weigh caution against the clock: a modest two-word clue each turn can be steadier than one risky four-word clue.
  • Talk openly between clues about reasoning and confidence — within the game's communication limits — so you both calibrate how bold to be.