🕵️

Codenames

Give one-word clues to help your team find secret agents hiding among the words.

👥2–8 players
⏱️15–20 min
🎂Age 14+
📊Easy
Quick navigation
🎯 Goal🔧 Setup🔄 Turn Structure🏆 How to Win📋 Key Rules
🎯
The Goal

Be the first team to contact all of their secret agents on the grid.

  • 1Two teams compete: Red and Blue. Each team has a Spymaster who knows which words belong to which team.
  • 2Spymasters give one-word clues to help their team identify their agents on the 5×5 grid.
  • 3Avoid the Assassin word — if your team touches it, you lose instantly.
🔧
Setup

Lay out 25 word cards in a 5×5 grid. Spymasters share a secret key card.

1

Randomly place 25 codename word cards in a 5×5 grid.

2

Both Spymasters look at the same randomly drawn Key Card — it shows which words belong to Red, Blue, Bystanders, or the Assassin.

3

The team whose color appears in the corner of the key card goes first (they have 9 agents; the other has 8).

4

Spymasters sit on the same side, facing their team across the table.

🔄
Turn Structure

Spymaster gives a clue → team guesses → repeat until all agents found or someone hits the Assassin.

Phase 1Give a Clue

The active Spymaster says one word and a number (e.g. 'animal 3'). The word is the clue; the number is how many codenames relate to it.

Phase 2Team Guesses

The team discusses and touches codename cards one at a time. The Spymaster reveals if it's their agent (correct!), the other team's agent, a bystander, or the Assassin.

Phase 3End of Turn

The turn ends when the team guesses wrong, chooses to stop, or reaches the clue number + 1 total guesses. Then the other team goes.

🏆
How to Win

Make tight, multi-word clues to uncover your agents fast while avoiding the Assassin.

💡

Give clues that link multiple of your words — 'ocean 3' could cover WAVE, FISH, and SAILOR.

💡

Avoid words that might lead your team to enemy agents or the Assassin.

💡

You can guess old uncontacted agents with the +1 bonus guess — use it when confident.

💡

The Assassin kills instantly — never give a clue that could point to it.

💡

Communicate with your Spymaster only through guesses — no hints, sighs, or reactions!

📋
Key Rules
💬
Clue Format

One word + one number only. No gestures, tone hints, or multiple words. The number indicates how many codenames relate.

💀
The Assassin

If your team touches the Assassin word, your team loses immediately — no exceptions.

👥
Bystanders

Neutral beige cards. Touching one just ends your turn — no harm done.

🔢
Bonus Guess

You may guess one more than the clue number to contact a codename from a previous clue you missed.

🚫
Spymaster Rules

Spymasters cannot give clues related to spelling, position on the grid, or sounds of words.

Timer (Optional)

Use the sand timer to limit guessing time per turn for a faster, more intense game.

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