Codenames
word

Codenames

A team-based word association game where spymasters give one-word clues to help teammates identify their agents while avoiding the opposing team and the assassin. It is a fast, highly social party game centered on clever clues and deduction.

Players

2–8 players

Play Time

15–30 min

Complexity

1.0/ 5

BGG Rating

8.6/ 10

Family Rating

4/5 stars

Tags

team-basedword-associationdeductionpartyspieshidden-rolesclue-giving
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Rules Summary

Two teams compete to find their secret agents in a grid of words. Each round, a spymaster gives a one-word clue and a number, and teammates try to guess the correct words without choosing the assassin.

How to Play

Objective Be the first team to correctly identify all of your team's agent words from the grid using one-word clues and a number. Setup Lay out a 5x5 grid of word cards. Place the key card so only the two spymasters can see it. Separate players into two teams, each with one spymaster and one or more field operatives. Determine which team starts based on the key card. Turn Structure The active team's spymaster gives a one-word clue followed by a number indicating how many words on the grid relate to that clue. The field operatives discuss and choose a word card to guess. Reveal the guessed card's identity. If it is your team's color, you may continue guessing up to the clue number, usually with the option of one extra guess. If it is a neutral card or the opposing team's agent, your turn ends immediately. If the assassin is guessed, your team loses the game instantly. End of Game The game ends when one team identifies all of its agents and wins, or when a team guesses the assassin and loses immediately. Notes Clues may not be the same as visible words on the table and generally cannot directly reference letter counts, positions, or other forbidden forms of wordplay depending on the table's rules interpretation. Best with teams of at least two players each, but it can be adapted for smaller groups.

How to Play — Video Tutorial

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