What you need
A Codenames box (word cards, key cards, and colored agent tiles) and at least four players split into two teams. Two and three players can use the variants below. A game takes about 15 minutes.
Object of the game
Be the first team to find all of your agents on the grid without ever touching the assassin.
Setup and deal
- 1Split into a red team and a blue team, and choose one spymaster for each. Spymasters sit on the same side of the table, facing their teammates.
- 2Lay out 25 random word cards in a 5×5 grid.
- 3The spymasters draw a key card and stand it where only they can see it. It shows which words are red agents, blue agents, innocent bystanders (7), and the assassin (1).
- 4The colored lights around the key card show which team starts. That team has 9 agents to find; the other team has 8.
How to play
- 1The spymaster gives a clue: exactly one word and one number, such as “Ocean: 2”. The word should link to their agents; the number says how many.
- 2Clues must be about meaning. You cannot say a word that is on the table or a form of one, or clue by spelling, letters, or position on the grid.
- 3The field operatives discuss, then touch one word as their guess. The spymaster covers it with the matching tile.
- 4If it is their own agent, they may guess again. If it is a bystander or the other team’s agent, the turn ends at once. If it is the assassin, their team loses.
- 5A team must make at least one guess per turn and may make up to the clue number plus one; they can stop early at any time.
- 6Spymasters keep a straight face throughout—no hints from expressions or gestures.
How the game ends
- The first team to have all of its agents covered wins—even if the other team uncovered the last one by mistake.
- A team that touches the assassin loses immediately.
Common variations
- Two players: both play on one team against a simulated opponent that covers one enemy agent after each of your turns.
- Three players: either everyone cooperates as one team, or two rival spymasters share a single guesser.
- A clue of zero (“Water: 0”) means “none of our words relate to this”, and lets operatives guess as many as they like.
- Codenames: Pictures, Duet, and Disney or Marvel editions use the same core rules.
Tips for your first game
- Spymasters: before giving a clue, check that it does not point just as strongly at the assassin.
- A safe clue for two words beats a risky clue for four.
- Operatives: use the “plus one” guess to catch up on words from an earlier clue you did not finish.
- Talk your guesses through out loud—your spymaster cannot react, but your teammates can.
Codenames FAQ
How many players do you need for Codenames?
Four or more for the standard game, in two teams. Two- and three-player variants are included in the rules.
Can a Codenames clue be more than one word?
No. A clue is one word plus a number. Proper names such as places or people are usually allowed if they are single names.
How many guesses do you get in Codenames?
At least one, and up to the clue number plus one, as long as you keep finding your own agents.
What happens if you pick the assassin?
Your team loses the game immediately.