CODENAMES
The Ultimate Word Association Game
How It Works
Red Team
1 Spymaster + Field Operatives working together to find all red words.
Blue Team
1 Spymaster + Field Operatives working together to find all blue words.
The Board
25 cards in a 5x5 grid. Words can be Red, Blue, Neutral, or the Assassin.
Spymasters Give Clues
Spymasters know the colors. They give a ONE-WORD clue + a NUMBER (e.g., "Animal 3").
Operatives Guess
Operatives discuss and guess. They can guess up to the number given + 1 extra.
Outcomes
Correct = Continue. Wrong/Neutral = Turn ends. Assassin = GAME OVER.
Winning Condition
The first team to reveal all their words wins the game!
Card Types
Red Words
8-9 Cards
Blue Words
8-9 Cards
Neutral
7 Cards
Assassin
1 Card
Choose Game Mode
Quick Tips
- • Spymasters: Give creative clues that connect multiple words!
- • Operatives: Discuss openly - teamwork is key!
- • Clues must be one word and cannot be any word currently on the board.
- • Don't be afraid to Pass if the risk is too high.
How to play Codenames
Codenames is a word association game for two teams, played over a grid of 25 words. Each team has a spymaster who can see which words belong to them and must lead their team to those words using single-word clues. It plays 4-12 people in 15-30 minutes and is one of the few party games that rewards being precise rather than loud.
Split into two teams and pick spymasters
Each team needs one spymaster. They are the only players who see the key showing which of the 25 words belong to which team, which are neutral, and which single word is the assassin.
The spymaster gives a one-word clue and a number
The clue is one word, plus how many grid words it points to. "Ocean, three" tells your team that three of their words relate to the ocean. The clue may not be any word visible on the grid.
The team guesses
Teammates discuss and pick words one at a time. Guess one of your own and you may continue. Guess a neutral word and your turn ends. Guess the other team's word and you have helped them.
Avoid the assassin
One word is the assassin. Guess it and your team loses instantly. This single rule is what makes spymasters agonise over clues that seem obvious to them.
First team to find all their words wins
Teams alternate until one has identified every one of its own words — or until someone hits the assassin.
Tips and strategy
- A clue for two words you are confident about beats a clue for four you are not. Failed big clues hand the turn straight over.
- As spymaster, check the assassin before every clue. Most losses come from a clue that also fits it.
- As a guesser, say your reasoning out loud. Your teammates often spot the link you are missing.
- You may stop guessing at any time. Banking a correct guess is often better than risking the turn on a shaky one.
- Watch the other team's clues. They reveal which words are probably theirs, which narrows your own options.
Frequently asked questions
- How many players do you need for Codenames?
- Four is the practical minimum — two teams of two, each with a spymaster. It scales comfortably to twelve, since extra players simply join the guessing discussion.
- Can a clue be more than one word?
- No. Clues are a single word plus a number. Compound words and proper nouns are a common house rule — agree before you start.
- What happens if you guess the assassin?
- Your team loses immediately. It is the one mistake that ends the game outright, and it is why spymasters avoid clues that could stretch to it.
- Can you play Codenames online with friends?
- Yes. Play on one shared device, or create a private room so remote players can join and spymasters can see the key privately.