Codenames is a word-based party game that challenges players to use creative thinking and deduction. The goal is to uncover all of your team’s words on the board using one-word clues, while avoiding the opposing team’s words and the dangerous assassin card. The team that successfully identifies all their words first wins the game.

Codenames Rules
- Teams are divided into Spymasters and field operatives.
- A 5x5grid of words is placed in the center, representing potential code words.
- Each Spymaster receives a key card indicating which words belong to their team, which are neutral, and which is the assassin word.
- The Spymaster provides a one-word clue followed by a number that signifies how many words are related to the clue.
- Field operators must guess words based on the clue when avoiding the opposing team’s words.
- If a team selects a neutral word, their turn ends quickly.
- If a team mistakenly chooses the assassin card, they instantly lose the game.
- Players can continue guessing within their turn if they guess correctly.
- Spymasters must not give additional hints following their one-word clue.
- The first team to uncover all their words without hitting the assassin wins.
How to play Codenames Card Game
To start a game of Codenames, you’ll need at least four players, who will divide themselves into two teams, the red team and the blue team. Within each team, one player will take on the key role of the spymaster, while the others will be the field agents. The game includes a set of codename cards, a special key card, agent cards in red and blue, neutral bystander cards, a single double agent card, and a game-ending assassin card.

Set up
To start the game by arranging 25 codename cards face-up in a 5×5 grid on the playing surface. The two spymasters then receive a key card, which secretly reveals the identity of each word on the grid, indicating which are red agents, which are blue agents, the assassin, and innocent bystanders. This key card remains hidden from the field agents. Each team takes hold of eight agent cards matching their team’s color. The seven bystander cards and the single assassin card are also placed within reach of the spymasters.
Starting
The key card will show which team takes the first turn, often indicated by colored squares along its edge. The team going first also receives the double agent card. To begin the game, the spymaster of the starting team will provide the very first clue.
Taking Turns
On their turn, the spymaster must give a one-word clue followed by a single number. The chosen word should connect to one or more of their team’s agent words visible in the grid, and the number signifies exactly how many of those words the clue is trying to guide their team towards. The clue word cannot be any of the words already present in the 5×5 grid.
Giving Clues
Following the spymaster’s clue, the field agents on that team discuss amongst themselves to identify the possible agent words. Once they have decided, they make their guesses by touching the chosen word cards. If a guessed word is indeed one of their team’s agents, a matching colored agent card is placed on it, and they have the option to make another guess, up to a maximum of one more guess than the number given in the spymaster’s clue.
Guessing Words
If the team guesses a word belonging to the opposing team, the other team’s agent card is placed on it, and their turn immediately ends. The same applies if they guess an innocent bystander; a bystander card is placed, and their turn is over. The most difficult guess is the assassin. If the team selects the assassin, the assassin card is placed on it, and their team instantly loses the game. After the initial guess, the team can choose to stop guessing at any point, even if they haven’t reached the maximum number of allowed guesses.
Winning the Game
A team achieves victory in Codenames by being the first to successfully identify all of their secret agents on the board. However, a team can also win if the opposing team mistakenly guesses the assassin card. In a close match, it’s even possible for a team to win during their opponents’ turn if their opponents mistakenly guess their final agent.
Playing Online
You can play Codenames online, even if you’re not in the same place. Simply visit codenames. Game to create a room. You can set up game rules, invite friends, and even use audio or video chat to improve communication. A unique room location can be shared with your friends for easy access. Additionally, there are free webs browser versions of both the original Codenames and the two-player cooperative version called Duet available on the website, making it accessible to everyone.
Variations Of The Codenames
Codenames offers several exciting variations that add different twists to the core gameplay:
- Codenames: Duet: This is a cooperative version designed for two players. Partners work together to find all their agents before time runs out, using a double-sided key card in which each player sees different agents.
- Codenames: Pictures: Instead of words, this version uses cards featuring surreal images, arranged in a 5×4 grid. The clue-giving and guessing mechanics remain largely the same.
- Codenames: Deep Undercover: Marketed as an adult version, this edition uses word cards with more mature and suggestive content.
- Codenames: Disney Family Edition:This version features beloved characters and locations from Disney and Pixar films, with simplified rules and a smaller 4×4 grid without the assassin, making it suitable for younger players.
- Codenames: Marvel Edition:Immerse yourself in the world of Marvel Comics with this edition featuring superhero characters.
- Codenames: Harry Potter: Fans of the wizarding world can enjoy this version themed around the Harry Potter book series, often played in a cooperative style similar to duet.
- Codenames: XXL/Pictures XXL/Duet XXL:These are simply larger versions of their original counterparts, featuring double-sized cards for easier visibility.
Conclusion
Codenames stands out as a highly enjoyable party game that masterfully combines strategic clue-giving with collaborative guessing. Its simple yet engaging mechanics make it accessible to a wide range of players, whether playing face-to-face or in the digital realm. With its various editions and the core game’s inherent replayability, Codenames promises countless moments of laughter and strategic thinking.
FAQs
What is the primary goal in a game of Codenames?
The primary goal in Codenames is for your team to be the first to identify all of your secret agents hidden amongst the 25 word cards on the board, based on the one-word clues provided by your spymaster.
How does a spymaster give a clue in Codenames?
A spymaster provides a clue by giving only one word followed by a single number. The word should relate to one or more of their team’s agent words on the grid, and the number indicates how many of those words the clue is intended for. The clue word itself cannot be a word that is already visible on the board.
What is the maximum number of guesses a team can make on their turn?
After a spymaster gives a clue, their team must make at least one guess. For each correct agent word guessed, they can make an additional guess, up to a maximum of one more than the number given in the clue. However, an incorrect guess (choosing an opponent’s agent or a bystander) or guessing the assassin immediately ends their turn.
What is the consequence of a team guessing the assassin card?
If a team mistakenly guesses the assassin card, the game ends immediately, and that team loses. The opposing team is declared the winner.
How many players are typically required to play Codenames?
The standard Codenames game is best played with four or more players, divided into two teams of at least two people each. Each team needs one spymaster and at least one field operative. However, the Codenames: Duet version is specifically designed for two players.
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