Codenames

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Codenames is a party word game where two teams compete to identify their agents using one-word clues. Each team has a spymaster who gives clues to help teammates guess words on a 5x5 grid. The first team to identify all their agents wins, but guessing the assassin results in an immediate loss.

Components

Setup

  1. Divide into two teams. Each team chooses a spymaster; remaining players are field operatives.
  2. Lay out 25 codename cards in a 5x5 grid, word side up.
  3. Place the card stand between the two spymasters. Randomly select a key card and place it in the stand so only spymasters can see it.
  4. The key card shows which words belong to each team (red/blue), which are innocent bystanders (beige), and which is the assassin (black).
  5. The key card indicates which team goes first (the team with 9 agents; the other has 8). The starting team places the double agent tile on their side.

Turn Structure

Teams alternate turns, starting with the team indicated by the key card.

Spymaster’s Clue

The spymaster gives a one-word clue followed by a number. The word relates to one or more codenames on the grid. The number tells teammates how many codenames relate to the clue.

Team’s Guesses

Field operatives discuss and then touch a card to guess. The spymaster reveals what the card is:

Teams may make up to (clue number + 1) guesses. They must make at least 1 guess but may stop voluntarily after any correct guess.

Actions

Giving Clues

Invalid Clues

Scoring / Victory Conditions

Special Rules & Edge Cases

Player Reference

Team Agents to Find
Starting team 9
Second team 8
Guess Result Effect
Own agent Covered; may continue guessing
Innocent bystander Covered; turn ends
Opposing agent Covered (helps opponent); turn ends
Assassin Game over; guessing team loses
Max Guesses clue number + 1
Min Guesses 1 (mandatory)