
Codenames
In the box
- 25 code-name cards
- Key cards
- 8 blue + 8 red agent cards
- 7 bystander cards
- 1 assassin card
Objective
Be the first team to contact all of your secret agents through one-word clues from your spymaster.
Game end
The game stops when one team covers all its agents. Touching the assassin loses the game at once.
What playing this feels like
Speed, attention and memory: None / Low / Medium / High. Timer is separate: none / optional / core. Bluffing: None / Optional / Conditional / Core. Breaks: Good / Medium / Poor.
- Rules load
- Low
- Social pressure
- Medium
- Talking
- High
- Speed pressure
- Low
- Timer
- Optional
- Direct conflict
- Low–Medium
- Bluffing / deception
- None
- Information load
- High · Words / associations
- Memory load
- Medium
- Attention pressure
- Medium
- Noise potential
- Medium
- Break flexibility
- Medium
Reading and word associations are the whole game: you scan 25 words and link them all game.
Setup
- 1Split. Divide into two teams and name one spymaster per team. Spymasters sit together and share the key card.
- 2Grid. Lay 25 code-name cards in a 5x5 grid face up. Only spymasters read the key card in secret.
- 3Mark. The key shows which team starts and needs 9 agents. The other team must find 8 agents.
Walkthrough: first round
Worked opening: the 5x5 grid is dealt and the key card shows blue starts, so blue has 9 agents to find and red has 8. The blue spymaster says "Animals, 2" pointing at two blue words. Blue operatives discuss, touch HORSE (blue agent, covered), then touch EAGLE (blue agent, covered), then stop rather than risk a third guess. Play passes to the red spymaster.
- 1Give. The starting spymaster says one word plus one number. The team hears the clue and its count.
- 2Discuss. Operatives talk together and pick one card. The team agrees on its first guess.
- 3Touch. One operative touches the chosen card to lock it. The spymaster reveals the card and covers it.
- 4Continue. After a correct guess the team may stop or guess again. Play passes after a miss, a stop, or one bonus guess.
Rules
- 1Clue. Give one word plus one number each turn. The word must not match, spell, or point at cards.
- 2Guess. Make at least one guess by touching one card. You may guess the clue number plus one bonus guess.
- 3End. A wrong card, a stop, or the bonus guess ends the turn. A bystander or rival card ends the turn.
- 4Win. Cover all your agents before the rivals to win. Touching the assassin loses the game at once.
Examples
- Clue plus bonus guess: spymaster says "Fruit, 2". Operatives touch APPLE (blue agent) then PEACH (blue agent), then use the bonus guess on FIG (bystander) and the turn ends.
- Assassin danger: with the clue "Ocean, 3" the team touches REEF and HARBOR correctly, guesses SHARK third, and the spymaster reveals the assassin, so the team loses immediately.
Variants
- Unlimited guesses. The spymaster may say 0 to allow unlimited guesses that turn.
Common mistakes
- Ask the other spymaster if a clue word feels illegal.
- Touching a card makes the guess final, so discuss first.
- Covering the last rival agent wins them the game at once.
Rules summary based on Czech Games Edition.
Keep learning
Play it at game night
Bring this guide with you. We will teach the rest at the table.