Card

Codenames

4-8
15 min
Easy

"Give one-word clues to help your team find their agents before the other side."

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Setup

Place 25 word cards in a 5x5 grid. Divide players into two teams: red and blue. Each team picks a spymaster. The spymasters look at the key card (a 5x5 grid showing which words belong to red, blue, neutral, or the assassin). Only spymasters see the key card.

How to Play

  1. The red spymaster gives a one-word clue and a number (e.g., 'animal 3').
  2. The clue must relate to the words on the grid. The number tells their team how many of their words relate to that clue.
  3. The red team then discusses and taps on as many words as they think match the clue, but no more than the number given.
  4. If they tap a red word, they keep going. If they tap a blue word, their turn ends and the other team gets a point.
  5. If they tap a neutral word, their turn ends. If they tap the assassin, they lose immediately.
  6. Then the blue spymaster gives a clue, and so on.

Winning the Game

The first team to reveal all of their own colored words wins. If a team taps the assassin, they lose instantly.

Variants & House Rules

Codenames Duet is a cooperative version for 2 players. Codenames Pictures uses images instead of words.

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