How to play Codenames

2–8 players · 15 min · weight 1.28

Codenames is a team word-association game for 2–8+ players in which rival spymasters compete to lead their agents to the right codenames on a shared grid — using only single-word clues — while avoiding the other team's agents and the one instantly-lethal assassin. Designed by Vlaada Chvátil and published in 2015, it won the Spiel des Jahres (Game of the Year) award and became one of the best-selling party games of all time. A full round takes about 15 minutes, making it ideal for large groups, mixed crowds, and repeat plays in the same session.

How to play

Setup: Arrange 25 word cards in a 5×5 grid. Two players become spymasters — one per team — and together they look at a secret key card that maps which words belong to each team (8 or 9 cards), which are neutral bystanders (7), and which single card is the assassin. The key card's corner color indicates which team goes first; that team has one extra agent to find. Gameplay alternates between teams. On a team's turn, their spymaster says exactly one word (the clue) followed by a number (how many cards it applies to). Rules for the clue word: it cannot be any word on the table, it cannot be a word currently visible in any card's compound or variant form, and it must be a real word (no proper nouns in the base game). The number tells teammates the maximum they can guess, plus one — so "ocean 2" lets them guess up to 3 times. Teammates discuss openly, then tap a card to guess. The spymaster immediately reveals what it is: - Their team's color: correct — place an agent marker; they may keep guessing up to their limit + 1. - Neutral bystander: wrong — place a bystander marker and end the turn. - Opposing team's color: wrong and helps the enemy — place their agent marker and end the turn. - Assassin: the guessing team loses instantly. Winning: First team to identify all their agents wins. A team also wins if the other team hits the assassin.

Strategy

Codenames is about precision and risk calibration — the spymaster's job is to find connections that are obvious to their team but not accidentally obvious to the wrong cards. Spymaster fundamentals: Before giving any clue, mentally group all your remaining words and look for overlapping associations. A clue touching three words is more efficient than two clues touching one word each, but only if all three connections are genuinely clear to your team. Consider both semantic (meaning-based) and phonetic or cultural associations — "Bat", "Cave", and "Dark" might all point to "night," but if "night" also plausibly connects to an opponent's word, it is too dangerous. The assassin is a veto on every clue: before you speak, ask yourself — could any reasonable person link this clue to the assassin? If yes, rethink. The assassin ends the game instantly, so a clue that avoids it at the cost of scoring one fewer word is always correct. Guessers' discipline: You do not have to use your full number. Stopping after guessing the most confident words and passing the turn is often correct when the third or fourth word feels ambiguous. The +1 bonus guess (one more than the stated number) exists to let you catch up on a previous turn's unguessed word — use it judiciously. Saying your reasoning out loud helps the team catch misinterpretations before you tap a card. Information management: Both spymasters can see all words that have been revealed. As a guesser, pay attention to clues the rival spymaster has given — they reveal what words are theirs. Keep a mental list of words that are "safe" (neutral or already revealed) vs. "dangerous" (possibly their agents or the assassin). Precision vs. volume: A low-number, high-precision clue ("capital 1" for a single specific word) is underrated. Pressure to give big clue numbers leads to more assassin exposure. Experienced spymasters mix precise clues with bold multi-word ones depending on the configuration of remaining cards.

Tips

- Spymasters: evaluate every clue against the assassin first — one bad game ends the round instantly. - Guessers: tap the word you are most confident about first; an early wrong guess ends your turn. - A clue of "1" is a legitimate and often correct play when you need precision. - Say your associations aloud as a guesser — teammates will catch a misread before you commit. - Neutral bystanders are wasted turns, not disasters — hitting the opponent's agent is far worse. - The +1 bonus guess is not a license to gamble; use it for a word you nearly guessed last turn, not a fresh leap. - Spymasters: track which of your words cluster naturally vs. which are isolated — isolated words often need their own dedicated clue. - Don't recycle a clue from a previous turn unless the word that was missed is still open; repeating a clue with a higher number rarely clarifies anything.

Player count & time

2–8+ players, about 15 minutes per game. Works best with four or more players so each team has at least one guesser to discuss with. With exactly two players, each person plays both spymaster and guesser for their own team.

Variants

Codenames: Pictures uses illustrated cards instead of words — often easier for groups with language barriers or younger players. Codenames: Duet is a cooperative two-player version with shared words and a timed mission structure. Codenames: Deep Undercover is an adults-only edition. All use the same core clue-giving mechanic.

Great for

Mixed groups and non-gamers — the rules take under two minutes to explain, every round is fast, and the variety of word grids means repeat plays feel fresh. It works well at parties because observers can participate by whispering guesses.

Common spymaster mistake

Giving a clue for three words when one of the three is a stretch, then watching your team confidently tap the wrong one. When in doubt, drop the stretch word and give a tighter clue.

Sources & attribution

  • https://czechgames.com/en/codenames/

Original how-to-play summary — not a substitute for the official rulebook.