6/19/2023 0 Comments Codenames undercover 2.0![]() ![]() If the field operative touches the assassin, the word is covered by the assassin card. If the field operative touches a card belonging to the other team, the word is covered by one of the other team's agent cards. If the field operative touches an innocent bystander, the spymaster covers it with an innocent bystander card. If the field operative touches a card belonging to his or her team, the spymaster covers the word with an agent card in that color. The operatives indicate their official guess when one of them touches one of the codenames on the table. They can debate it among themselves, but the spymaster must keep a straight face. When the spymaster gives a clue, his or her field operatives try to figure out what it means. On later turns, some codenames will be covered up, so a clue that is not legal now might be legal later. Your clue cannot be any of the codenames currently visible on the table. You are playing Codenames Deep Undercover. For example, don't say, "This may be a bit of a stretch.". Getting four codenames with one clue is a big accomplishment. You are allowed to give a clue for only one word (martini: 7), but it's fun and ambitious to try for two or more. Both of these are alcoholic drinks, so you say alcohol: 2. You also say one number, which tells your teammates how many codenames are related to your clue.Įxample: Two of your words are WHISKEY and VODKA. ![]() Once you think you have a good clue, say it aloud. If you are the spymaster, your job is to provide a one-word clue that relates to some of the codenames your team is trying to guess. The starting team is indicated by the 4 lights on the edges of the key card. The first team to contact all their agents wins the game. Otherwise, it is the | other team's turn. If the operatives successfully identify one of their team's agents, their team may keep guessing. When a field operative touches a codename, the spymaster reveals its secret identity - agent, bystander, or assassin. The field operatives try to guess which words their spymaster meant. A clue may relate to multiple words on the table. Spymasters take turns giving one-word clues. Their teammates know the agents only by their codenames.
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