![]() The number that they may say is the number of cards on the board that this clue applies to. The spymaster may only utter a single word as a clue and a number. The remaining bystander cards, and assassin, are placed between the two spymasters.Įach team takes turns trying to guess the secret identities of their own agents working off of a single word clue from their spymaster. The other 8 agent cards go to the second team and go to that team’s spymaster The team going first takes their 8 agent cards and the double agent and is placed in front of that team’s spymaster. The lights around the square key code show which team goes first. White or Neutral squares represent bystanders. Red squares represent red agents that the red team needs to contact. The agents may never view the secret key.īlue squares represent blue agents that the blue team needs to contact. This is the “secret key” that reveals the identities behind the codenames. Shuffle the “key” cards and place one of the cards into the square “key” in secret from all of the agents in the game. Shuffle the codename tiles and place 25 of them (face up) in a 5 by 5 square. Every other player is an agent for their team. ![]() ![]() The spymaster for each team sit next to each other, but across the table from their own team. Divide the players up into two equal teams.
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