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How to Play Codenames

Two spymasters, twenty-five words, and one-word clues — find all your agents before the other team finds theirs, and never touch the assassin.

Players 4–8+ Time 15 min Ages 14+ You need The Codenames game: word cards, key cards, agent, bystander and assassin tiles Difficulty●●●●● Easy

Rules as printed in the current standard edition · Last verified 2026-10-16

⚡ Quick Start — playing in 2 minutes

  1. Lay out 25 word cards in a 5×5 grid. Split into two teams; each team picks a spymaster.
  2. The spymasters share one secret key card: 9 words belong to the starting team, 8 to the other team, 7 are innocent bystanders, and 1 is the assassin.
  3. On your team's turn, the spymaster gives a one-word clue plus a number — how many grid words it points to.
  4. The operatives discuss and touch cards one at a time. They may make up to the number plus one guesses.
  5. Hit a bystander or the other team's agent and your turn ends at once. Touch the assassin and your team loses on the spot. First team to cover all its agents wins.

The Short Version

Codenames is a team word game. Twenty-five word cards lie in a 5×5 grid, and each one secretly belongs to the red team, the blue team, innocent bystanders, or — in one case — an assassin. Each team’s spymaster can see the secret key and gives one-word clues to guide their operatives to their team’s words. Guess right and you keep going; guess wrong and your turn ends; touch the assassin and you lose instantly. The first team to find all of its agents wins.

What You Need

The Codenames box: a deck of codename (word) cards, key cards, and cover tiles — agent tiles in both team colours, bystander tiles, and the black assassin tile. You need at least four players: two teams, each with one spymaster and at least one operative (the guessing side scales happily to a crowd). The original game is rated 14+, mostly for vocabulary; families with younger players should look at Codenames: Pictures (rated 10+), which plays identically with pictures instead of words.

Set Up

Shuffle the word cards and lay 25 of them face up in a 5×5 grid where everyone can read them. The two spymasters sit side by side on one side of the table, facing their operatives. Draw a key card at random and stand it in front of the spymasters so only they can see it — never show the operatives, and guard against reflections and over-the-shoulder reads.

The key mirrors the grid and shows which words belong to whom: 9 words for the team that goes first, 8 for the other team, 7 innocent bystanders, and 1 assassin. The coloured lights around the edge of the key card tell you which team starts (and therefore which team has the 9 words). Give each team its agent tiles; the bystander tiles and the assassin tile sit within the spymasters’ reach.

How to Play

Teams take turns. On your team’s turn, the spymaster studies the key and gives a clue made of exactly one word and one number. The number says how many of your team’s words the clue points to: ‘Ocean: 3’ means three of your agents’ words connect to ‘ocean’ somehow. The clue may never contain any form of a word still showing on the grid.

Then the operatives go to work. They may talk openly among themselves — everyone hears the discussion, including the other team — but the spymaster must stay silent and poker-faced. To make an official guess, an operative touches one card. The spymaster covers it with the tile it actually is:

  • Your team’s agent: correct. Keep guessing, if guesses remain.
  • An innocent bystander: your turn ends immediately.
  • The other team’s agent: it gets covered for them — you’ve done their work — and your turn ends immediately.
  • The assassin: the game ends on the spot and your team loses.

Your team may make up to the clue’s number plus one guesses (the extra guess lets you revisit a word from an earlier clue). After making at least one guess, operatives may stop and pass voluntarily at any point — there’s no obligation to spend every guess, and stopping before you talk yourself into the assassin is often the smart play. When the turn ends, the other team’s spymaster gives their clue.

Scoring

There is no point score to track — Codenames is a race, not an accumulation game. Your progress is visible on the table: every agent tile your team has placed is one word found. The starting team must find 9 agents; the other team needs 8, which is the whole compensation for going second. If you want a running score across an evening, count games won — or, for a sharper contest, note how many turns the winning team needed, and try to beat it in the rematch.

Winning

Your team wins the moment all of its agents on the grid are covered. There are exactly two ways the game ends early: a team touches the assassin, and that team loses immediately, no matter how far ahead it was; or a team accidentally covers the other team’s final agent with a guess, handing them the win. Every other finish is the straightforward race — most words found, first, wins.

Variations Worth Knowing

Codenames: Duet rebuilds the game as a two-player (or two-team) cooperative mission: both sides give clues, the key is double-sided, and you win together by finding all the agents within a shared turn limit, with bystanders acting as a countdown. It’s the version to own if you mostly play as a couple.

Codenames: Pictures swaps the words for a 5×4 grid of quirky pictures and is rated 10+, making it the family default. Clue rules, the assassin, and the number-plus-one guessing all work exactly as above.

Two or three players, original game: the official small-table fix is one spymaster playing against a simulated team, or two players splitting spymaster and operative duties cooperatively against the key — agree your win condition (find all of one colour before a set number of bystanders, for instance) before you deal the grid.

Settle the Argument

Can my clue contain part of a word that's on the board?

NO — any form of a board word is illegal.While a word is uncovered on the grid, your clue cannot contain it, a part of it, or another form of it — if HORSE is on the board, 'horses' and 'horsey' are out, and so is a compound that uses it. The official penalty for an invalid clue: your turn ends immediately, and the opposing spymaster may cover one of their own agents before giving their clue.

We were on a roll — can we keep guessing after a wrong card?

NO. Your turn ends the moment you touch a wrong colour.It doesn't matter how many guesses you had left. A bystander ends your turn, the other team's colour ends your turn (and helps them), and the assassin ends the whole game. Guessing stops exactly where the mistake lands.

Our spymaster said 'three' — can we make four guesses?

YES. You always get one extra.Operatives may make up to the clue's number plus one guesses. The extra guess exists so you can take a shot at a word left over from an earlier clue you never got to. You may also stop early — after at least one guess, your team can pass whenever it likes.

Can the spymaster react, hint with their face, or stress a syllable?

NO. Poker face is a rule, not a courtesy.Spymasters must keep a straight face, avoid eye contact tricks, never comment on guesses, and give clues at an even pace with no meaningful pauses or emphasis. The clue is one word and one number — everything else is cheating, however funny it is.

House RulesNOT OFFICIAL

Beloved, common, and not in the official rules. Play them if your table loves them — just know they're yours:

  • The two-minute sand timer in the box is optional equipment, not a rule — most home games never use it. Agree before you start whether slow turns get timed.
  • Family tables often allow proper nouns and multi-part surnames as 'one word' if the whole table agrees first. Tournament-standard play is stricter; house tables should just be consistent.
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