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
- 200 cards with 400 codenames (words on both sides)
- 16 agent tiles in two colors (8 per team)
- 1 double agent tile
- 7 innocent bystander tiles
- 1 assassin tile
- 40 key cards
- 1 card stand
- 1 rulebook
Setup
- Divide into two teams. Each team chooses a spymaster; remaining players are field operatives.
- Lay out 25 codename cards in a 5x5 grid, word side up.
- 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.
- The key card shows which words belong to each team (red/blue), which are innocent bystanders (beige), and which is the assassin (black).
- 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:
- Own agent: Cover with team’s agent tile. Team may continue guessing.
- Innocent bystander: Cover with bystander tile. Team’s turn ends.
- Opposing agent: Cover with opposing team’s tile. Team’s turn ends (and helps opponents).
- Assassin: Game over immediately. The team that contacted the assassin loses.
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
- The clue must be a single word and a number. The word cannot be any of the codenames visible on the table.
- The clue must relate to the meaning of the words. No indicating by tone, gestures, or direction.
- You may say “zero” as the number if you want teammates to avoid certain words (they still get 1 guess).
- You may say “unlimited” if your clue applies to multiple words (teammates keep guessing until they miss or choose to stop).
Invalid Clues
- Cannot use a codename on the table (even if it’s been covered, rules vary by group agreement).
- Cannot spell out letters or use foreign words not commonly known.
- Cannot use rhyming or phonetic clues unrelated to meaning.
Scoring / Victory Conditions
- Win: The first team to cover all their agent cards wins.
- Instant Loss: If a team touches the assassin, that team loses immediately.
- The starting team must find 9 agents; the other team finds 8.
Special Rules & Edge Cases
- If all of a team’s agents are identified through the other team’s mistakes, that team wins immediately.
- The spymaster must keep a straight face and not react to guesses.
- Groups may agree on house rules regarding what constitutes a valid clue.
- The spymaster may give a clue of “zero” to warn teammates away from certain words; the team still gets exactly 1 guess.
- If using “unlimited,” the team may keep guessing until they make a wrong guess or choose to stop.
- Compound words that appear in the dictionary are generally allowed as clues.
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) |