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Codenames

The word association party game that rewards lateral thinking

2–8 PlayersAges 14+15–30 MinParty Game

1 Overview

Codenames is a team word-association game for 2–8 players. Two teams compete to identify all of their agents (words) on a 5×5 grid. One player per team is the Spymaster, they see a secret key showing which words belong to which team and give one-word clues to guide teammates toward their agents while avoiding the Assassin.

2 Setup

Arrange 25 word cards in a 5×5 grid. Both Spymasters sit on the same side and share a secret key card showing Red agents, Blue agents, innocent bystanders, and the Assassin. The team with 9 agents goes first (they have one extra agent to find).

3 The Spymaster Role

The Spymaster gives exactly one clue per turn: one word + one number. The word must relate to the meaning of one or more agents; the number says how many.

Rules: the clue cannot be any word visible on the board, part of a compound word with a board word, or a proper noun derived from a board word. The Spymaster cannot react to guesses or give additional hints after delivering the clue.

Example: Agents include PIANO, GUITAR, DRUM → "Music 3" connects all three. But if BASS is also on the board as an opponent's agent, avoid anything music-related since BASS is both an instrument and a fish.

4 Gameplay

After the clue, teammates discuss and touch one word. The Spymaster reveals what it is:

  • Your agent: Place your color card. You may guess again (up to clue number + 1 bonus guess)
  • Opponent's agent: Place their card. Turn ends, you helped them
  • Bystander: Place bystander card. Turn ends
  • Assassin: Your team loses immediately

You must make at least 1 guess. You may stop guessing voluntarily after any correct guess.

5 Winning & Losing

Win: First team to reveal all their agents wins.

Instant loss: Touch the Assassin, game over, your team loses regardless of score.

6 Strategy

Spymaster Tips

  • Double-check every clue against the Assassin. High-number clues are powerful but dangerous, if any word in your group could connect to the Assassin, don't use that clue
  • Avoid double meanings. BARK (tree/dog), BANK (financial/river), BASS (fish/music), words with multiple meanings are traps
  • Category clues beat loose connections. Three agents sharing a clear category (colors, sports, food) is stronger than three with different loose ties to your word

Field Operative Tips

  • Start with the most obvious connection to the clue, then reassess before using bonus guesses
  • The bonus guess is a trap. Stop when uncertain; an incorrect guess potentially gives the opponent an agent
  • Track what's being avoided. Words the Spymaster never references are often opponent agents or the Assassin

7 Variants

  • Codenames Duet: 2-player cooperative, both players are simultaneously Spymaster and operative for overlapping sets of agents
  • Codenames Pictures: Images instead of words, broader age range, works for non-readers
  • Codenames Deep Undercover: Adult content version

🎲 House Rules

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