If a bystander is found out then the turn is passed.If the agents touch the incorrect color, then the turn passes and the agent is revealed for the other group.The agents may additionally determine now no longer to pick a card and skip the turn.They may also guess as much as the limit imposed by the spymaster however may also constantly add one greater guess.If the clues show your personal agent, then your group has guessed efficiently and can guess again, however now no longer acquire every other clue.Then he places the corresponding card (agent, murderer, bystander) over the top of the codename.After that the spymaster tests their answer against the key.Once the agents of that group determine on a single tile, the agents tap it with their finger.Agents try to guess which codename(s) correspond to the prevailing or preceding clue(s) given.The downside is that the agents won’t recognize what number of words relate to the clue that was simply given.This additionally lets in limitless guesses. The spymaster may additionally use “limitless” as their number.Here the agents are allowed limitless guesses. The spymaster may also use zero to suggest that “none of our phrases use this clue”.The spymaster is not allowed to show gestures about the clue and deliver no other clues.For instance, if there are codenames like “pig” or “farm” then the spymaster may use the words like “livestock:2”.The number that they will say is the number of playing cards at the board that this clue applies to.The spymaster may also only say a single word as a clue and a number.Each group takes turns seeking to guess the secret identities of their own agents working off of a single word clue from their spymaster.The remaining bystander and assassin cards are placed between the two spymasters.There are also 8 special agent cards handed over to the second team and the spies of that team.The team that enters first will get its 8 agents and dual agent cards, and face the spies of the team.
#LETS PLAY CODENAME EAGLE CODE#
The indicator lights around the square key code indicate which team goes first.The black square represents the murderer.
The white or neutral square represents the viewer or bystanders.The red square represents the red agents that the red team must contact.The blue square represents the blue agent that the blue team should contact.The secret agent has never seen the secret key.