📋 Contents
1 Game Overview
Codenames is a word association game for two rival teams. Each team has a Spymaster who can see a secret key card showing which words on a 5x5 grid belong to which team and which word is the deadly assassin. The Spymaster gives one-word clues to guide their operatives to the right words without touching the assassin.
The tension comes from trying to link multiple words with a single clever clue while keeping your team away from enemy agents, innocent bystanders, and especially the assassin, which ends the game immediately for the team that touches it.
Players: 2 to 8 (best with 4 to 8, two teams) | Time: 15 to 30 minutes | Ages: 14 and up
2 What's in the Box
- 200 double-sided codename cards (400 different words)
- 40 key cards (show which words belong to which team)
- 1 card stand (holds the key card so only Spymasters can see it)
- 1 double-sided agent card sheet (red agents, blue agents, bystanders, assassin)
- 1 rulebook
3 Setup
- Divide into two teams: Red and Blue. Each team picks one player to be the Spymaster. Spymasters sit on the same side of the table.
- Shuffle the codename cards and arrange 25 of them in a 5x5 grid in the center of the table.
- One team's Spymaster draws a key card at random and places it in the card stand where only the Spymasters can see it.
- The key card shows a grid of colored squares: blue squares are Blue agents, red squares are Red agents, a black square is the Assassin, and tan squares are Bystanders.
- The key card has a colored border. The team with that border color goes first and has one more agent to find.
- Lay out the agent identification tiles next to the board: 9 of one color, 8 of the other, 7 bystanders, and 1 assassin.
4 Roles
Spymaster
The Spymaster sees the key card and knows which words are agents, which are bystanders, and which is the assassin. Each turn, the Spymaster gives a one-word clue followed by a number. The number tells the operatives how many words on the grid relate to the clue.
The Spymaster may not give any other hints. No facial expressions, no gestures, no intonation clues. If the Spymaster communicates anything beyond the official clue, that counts as an illegal clue and the other team gets to cover one of the current team's agents as a penalty.
Operatives (Field Agents)
Operatives hear the clue and try to identify which words on the grid match it. They discuss openly and then touch a word card to reveal its identity. The Spymaster places the appropriate color tile on the chosen word.
5 How to Play
Teams alternate turns. On each turn:
- The active Spymaster gives a clue: One word, then one number. Example: "Ocean 3" means three words on the grid relate to the ocean.
- Operatives discuss and guess: The team discusses which words the clue might point to and touches a word to guess it.
- The Spymaster reveals the identity of the touched word by placing the appropriate tile.
- If the touched word is the active team's agent: The tile is placed and the team may guess again (up to the clue number, plus one bonus guess).
- If the touched word is a bystander: The bystander tile is placed and the team's turn ends immediately.
- If the touched word is an enemy agent: The enemy agent tile is placed (helping the enemy) and the team's turn ends.
- If the touched word is the Assassin: The game ends immediately. That team loses.
6 Clue Rules
A valid clue must be:
- A single word
- Related to the meaning of the words you are pointing to, not their physical appearance, position, or spelling
- Not a form of any word currently on the grid (you cannot say "swim" if "swimming" is on the board)
A clue may NOT be:
- A word currently visible on the grid
- Any form of a word on the grid (including different tenses, plurals, or roots)
- A clue about rhyming, spelling, or the number of letters in a word
The number after the clue tells operatives how many words relate to the clue. You may say "0" (you want them to guess something to avoid a bad word). You may say "unlimited" to indicate as many words as possible relate to the clue, but this provides no count guidance.
7 Guessing Rules
- Operatives must make at least one guess per turn.
- The team may guess up to the clue number plus one additional guess.
- The extra +1 guess is meant to let teams catch up on previously missed clues.
- The team may choose to stop guessing at any time before reaching the maximum.
- Once a word is touched, it is revealed and cannot be changed. Think before you touch.
8 Winning and Losing
Win by: Identifying all of your team's agents before the opposing team identifies all of theirs.
Lose instantly by: Touching the Assassin word. The game ends immediately and that team loses, regardless of score.
The team that goes first has 9 agents to find. The second team has 8 agents.
9 Strategy
Spymaster Strategy
- Link multiple words with one clue. A clue that covers 3 agents in one turn is worth far more than three single-word clues.
- Avoid the assassin above all else. Before giving any clue, check: could this clue send my team to the assassin?
- Be aware of enemy agents your clue might point to. A clue that links 2 of your agents but also clearly matches an enemy agent is dangerous.
- One-number clues are safer. Giving a "1" clue is lower reward but lets you defuse a dangerous word.
- Plan multiple turns ahead. You cannot give the same clue twice. Think about how your clues will evolve as the board changes.
Operative Strategy
- Do not overthink it. If a word obviously fits the clue, it is probably right. Overanalyzing leads to missing simple connections.
- Discuss out loud. Talking with teammates often reveals insights you missed alone.
- Use your bonus guess wisely. Only use the +1 extra guess if you are truly confident. A wrong +1 guess can touch an enemy agent or the assassin.
Common Mistakes
- Giving a clue that is too clever. Your team cannot read your mind. Simpler, clearer connections win more often.
- Forgetting the assassin. Always check which word is black before giving any clue.
- Touching a word impulsively before the team has finished discussing.
10 Variants and Editions
Codenames Pictures
Instead of a 5x5 grid of words, the grid contains illustrated image cards. Clues must relate to the content or concept of the image, not words. Great for groups with language barriers or younger players.
Codenames Duet
A fully cooperative two-player version where both players are simultaneously Spymasters and operatives. You work together to identify all 15 agents in a limited number of turns. Includes a campaign mode. Excellent for couples or pairs.
Codenames Deep Undercover
An adult-themed version with more mature and provocative words. Same rules as the original. Intended for adult game nights where edgier content is welcome.
Codenames Disney
A family-friendly edition featuring Disney and Pixar characters and themes as the codenames. Great for kids who know their Disney.
11 Wrong House Rules
- The Spymaster reacting to guesses: The Spymaster must maintain a completely neutral face and body. Any reaction (a wince, a smile, a nod) is an illegal clue.
- Giving clues about word position or appearance: "The third word in the second row" is not a valid clue. Clues must relate to meaning only.
- Allowing the team to skip guessing entirely: The rules require at least one guess per turn.
- Unlimited guesses every turn: Teams may only guess clue-number plus one.
- Changing a guess after touching: Once a word is touched, that is the guess. No takebacks.
12 History of Codenames
Codenames was designed by Vlaada Chvatil and published by Czech Games Edition in 2015. Chvatil is one of the most acclaimed board game designers working today, also known for Galaxy Trucker, Space Alert, and Mage Knight.
The game won the Spiel des Jahres (Game of the Year) in 2016, the most prestigious award in board gaming. This recognition catapulted it from a beloved hobby game to a mainstream hit found in most game stores worldwide.
Codenames is remarkable for how it works mechanically: the Spymaster role creates asymmetric information, and the clue structure forces elegant, constrained communication. The result is a game that is easy to learn, endlessly deep to master, and works equally well as a 15-minute party game or a serious competitive exercise.
Since its release, Czech Games Edition has published numerous standalone variants including Codenames Pictures (2016), Codenames Duet (2017), and Codenames Deep Undercover. The franchise has sold millions of copies across dozens of language editions.
13 Frequently Asked Questions
- How many words are on the Codenames board?
- 25 words in a 5x5 grid. Each game: 9 belong to one team, 8 to the other, 7 are bystanders, and 1 is the assassin.
- What happens if you touch the Assassin?
- The game ends immediately and that team loses.
- How many guesses can a team make per turn?
- Up to the clue number plus one bonus guess. Must make at least one guess. May stop early.
- Can the Spymaster react to guesses?
- No. The Spymaster must remain completely neutral throughout the guessing phase.
- What is the key card?
- The secret grid showing which words are each team's agents, bystanders, and the assassin. Only Spymasters may see it.
- Can a clue relate to spelling or rhyming?
- No. Clues must relate to meaning only.
- What does the number after the clue mean?
- It tells operatives how many words on the grid relate to the clue.
- What is Codenames Duet?
- A cooperative two-player version where both players work together to identify all 15 agents within a limited number of turns.
- What is the Spiel des Jahres?
- The most prestigious board game award in the world, given annually in Germany. Codenames won in 2016.
- How many players is Codenames best with?
- 4 to 8 players split into two even teams.
🎲 House Rules
Play Codenames your way?
Save your house rules and share a link or QR code — friends can pull them up at the table.