Codenames

👥 4 to 12 players ⏱️ 15–45 min 🎯 Highest score wins

🎲 Play

Résumé express

Two teams, Red and Blue, face a grid of 25 words. Each team has a single spymaster — only they see the key card showing which words belong to their team. In turn, the spymaster gives a clue — one word + a number — to lead their teammates to those words, without ever touching a card themselves. The first team to have all its agents guessed wins… as long as it avoids the assassin word, which loses the game instantly.

In the app: at the end of each game, tap the winning team — it keeps the evening’s score (Red X – Blue Y).

Mise en place

  • 25 word cards laid out in a 5 × 5 grid.
  • A random key card, seen only by the two spymasters: it colours the grid — 9 words for the starting team, 8 for the other, 7 bystanders (neutral) and 1 assassin.
  • Each team picks one spymaster; the others are the agents who guess. Two teams of any size (ideally 3-4 each).

Tour de jeu

The active team plays like this:

  1. The spymaster gives a clue: one single word + a number. The number says how many grid words relate to that clue. The clue is about the meaning of words, never their spelling or position.
  2. The agents guess by touching cards one at a time:
    • A word of their colour → correct, they may continue.
    • A bystander (neutral) → the turn ends.
    • A word of the opposing team → it counts for the opponent, and the turn ends.
    • The assassin → the team that touched it loses instantly.
  3. Agents may attempt up to the announced number + 1 card (the “+1” lets them catch up on an earlier clue), or stop whenever they like after at least one guess.

Then it’s the other team’s turn.

Fin de partie

  • Win: the first team to have all its agents guessed wins.
  • Instant loss: a team that makes someone touch the assassin loses at once — the other team wins.
  • In the app, end the game manually (Finish button) once you’ve recorded all the rounds you want.

FAQ

Is the clue really just one word? Yes. One word + a number. Proper nouns are allowed; compound words depend on what your table accepts — agree on it before you start.

Can a clue relate to spelling or a word’s position? No. The clue must point to meaning. “Rhymes with…” or “the card top-left” are forbidden.

What’s the number for? It tells how many words are targeted — and it caps the number of guesses (number + 1). Announcing a big number is risky: a single mistake can cost the turn.

A clue for “0”? Allowed: it means “none of our words relate to this” (often to steer away from a trap). Depending on the edition, a “0” or “unlimited” clue lets you guess as many cards as you want.

Can the spymaster react while their team guesses? No — poker face, no reactions, no gestures while the agents deliberate.

Variantes

  • Codenames Duet: a cooperative version for 2 players (or two teams cooperating), with a limited number of turns.
  • Codenames Pictures: the grid is made of images instead of words — same rules.
  • On the clock: limit the agents’ thinking time with a timer to speed up play.