How to Play Codenames

Welcome — Codenames is a favorite team word game that’s great for parties and family nights. If you want a quick, friendly intro, this page will help; check out Playmore for more guides and game picks.

Quick facts
Game Codenames
Type Team word-association party game
Typical players 4–8+ (teams of any size)
Components Use the components included with the game (word cards, key card, agent cards, timer optional)
Playtime About 15–30 minutes (varies by group)

What you are trying to do

Your team wants to identify all of your secret agents on the table by guessing word cards. One teammate (the spymaster) gives single-word clues that point to one or more words. You must avoid helping the other team and never reveal the assassin. Check the publisher’s official rules for exact card layout, starting-team details, and variants before you play.

What you need and how to set up

Use the game's components that come in the box. You’ll generally need the 25 double-sided word cards, a key card that shows which words belong to which team, and agent/neutral/assassin markers.

How to set up:

  • Split into two teams. Each team picks one spymaster; the rest are field operatives.
  • Shuffle and lay out 25 word cards in a 5×5 grid so everyone can read them.
  • One spymaster from each side looks at the same key card. It shows which words are your team’s agents, which are the opposing team’s, which are neutral, and which is the assassin.
  • Decide who starts. The starting team usually has one extra agent to find, shown on the key card.

How to play

  1. The spymaster gives a one-word clue plus a number. The clue should hint at one or more words on the table. The number says how many words the clue relates to.
  2. Only the spymaster can see the key card. They must not point to or make noise about card locations. No gestures, no additional hints, no compound clues that break the rules in your box.
  3. Field operatives discuss freely. They then make guesses by touching words on the grid, one at a time.
  4. After each guess, the spymaster reveals whether the chosen card is a friendly agent, an opponent’s agent, a neutral civilian, or the assassin. Neutral cards and opponent cards end your turn.
  5. If you pick a friendly agent, you may continue guessing up to the number given by your spymaster. Many groups allow one extra guess beyond the number to chase earlier missed connections.
  6. Turn passes when the team guesses wrong, runs out of guesses, or chooses to stop.
  7. Play alternates between spymasters giving clues and operatives guessing until someone wins or loses as below.

How a round or game ends

A team wins when all its agent cards have been correctly identified. A team instantly loses if their operatives select the assassin card. Exact starting conditions and tie-resolution can vary by edition and house rule, so check the official rulebook for the version you own.

Beginner tips

  • Keep clues simple and single words only. Avoid multi-word phrases unless your group allows them.
  • Think in categories or themes (colors, jobs, places). Good clues link multiple words without being too broad.
  • If you’re a spymaster, avoid clues that could accidentally point to the assassin or the other team’s words.
  • As operatives, talk through why a clue might fit each word. Silence usually means someone else sees the connection.
  • Use the optional extra guess sparingly. It can catch missed links or lead to a risky mistake.
  • Agree on house rules before you start (timers, allowed clue types, hand signals). That keeps the fun fair.

FAQ

Can the spymaster use proper names or numbers?

Rules about proper names, words on the table, or numbers can differ by edition. Decide as a group or follow the official rulebook for your version.

What happens if a team picks the assassin?

Picking the assassin usually ends the game immediately with that team losing. Because editions vary, confirm the exact rule in your copy’s rulebook.

Are there official variants for more players or deeper strategy?

Yes. The publisher provides variants and extra modes. Check the printed rules or the publisher’s site for official variants and tournament rules.