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Codenames Board Game

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Codenames Board Game

Codenames Board Game

In Board Games
$53.99 $27.00

SKU: K44271688
Availability: In stock

Two rival spymasters know the secret identities of 25 agents. Their teammates know the agents only by their codenames single-word labels like disease, Germany, and carrot. Yes, carrot. Its a legitimate codename. Each spymaster wants their team to identify their agents firstwithout uncovering the assassin by mistake.

In Codenames, two teams compete to see who can make contact with all of their agents first. Lay out 25 cards, each bearing a single word. The spymasters look at a card showing the identity of each card, then take turns clueing their teammates. A clue consists of a single word and a number, with the number suggesting how many cards in play have some association to the given clue word. The teammates then identify one agent they think is on their team; if theyre correct, they can keep guessing up to one more than the stated number of times; if the agent belongs to the opposing team or is an innocent bystander, the teams turn ends; and if they fingered the assassin, they lose the game.

Spymasters continue giving clues until one team has identified all of their agents or the assassin has removed one team from play.

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Codenames Board Game

Codenames Board Game

In Board Games
$95.99 $48.00

SKU: K44271698
Availability: In stock

Two rival spymasters know the secret identities of 25 agents. Their teammates know the agents only by their codenames single-word labels like disease, Germany, and carrot. Yes, carrot. Its a legitimate codename. Each spymaster wants their team to identify their agents firstwithout uncovering the assassin by mistake.

In Codenames, two teams compete to see who can make contact with all of their agents first. Lay out 25 cards, each bearing a single word. The spymasters look at a card showing the identity of each card, then take turns clueing their teammates. A clue consists of a single word and a number, with the number suggesting how many cards in play have some association to the given clue word. The teammates then identify one agent they think is on their team; if theyre correct, they can keep guessing up to the stated number of times; if the agent belongs to the opposing team or is an innocent bystander, the teams turn ends; and if they fingered the assassin, they lose the game.

Spymasters continue giving clues until one team has identified all of their agents or the assassin has removed one team from play.

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