Codenames

Codenames

4-8+ players ~15 min

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

  1. Split. Divide into two teams and name one spymaster per team. Spymasters sit together and share the key card.
  2. Grid. Lay 25 code-name cards in a 5x5 grid face up. Only spymasters read the key card in secret.
  3. Mark. 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.

  1. Give. The starting spymaster says one word plus one number. The team hears the clue and its count.
  2. Discuss. Operatives talk together and pick one card. The team agrees on its first guess.
  3. Touch. One operative touches the chosen card to lock it. The spymaster reveals the card and covers it.
  4. Continue. After a correct guess the team may stop or guess again. Play passes after a miss, a stop, or one bonus guess.

Rules

  1. Clue. Give one word plus one number each turn. The word must not match, spell, or point at cards.
  2. Guess. Make at least one guess by touching one card. You may guess the clue number plus one bonus guess.
  3. End. A wrong card, a stop, or the bonus guess ends the turn. A bystander or rival card ends the turn.
  4. Win. Cover all your agents before the rivals to win. Touching the assassin loses the game at once.

Examples

Variants

Common mistakes

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.