How to Play Codenames

In Codenames, players split into two teams, each with a spymaster who can see a secret key showing which of the 25 grid words belong to their team. The spymaster gives a one-word clue and a number, and their teammates try to guess exactly the right words.

Guess your own agents and you race ahead; guess a bystander or the enemy’s agent and you stall; guess the assassin and you lose instantly.

Last reviewed 2026-07-27

What's in the box

  • 200 double-sided word cards (400 words)
  • 40 code-name cards: red agents, blue agents, innocent bystanders, and the assassin
  • 16 double-sided key cards for the spymasters
  • A card stand and sand timer

Setup

  1. Lay 25 word cards in a 5×5 grid.
  2. Split into two teams, each choosing one spymaster; the two spymasters sit together.
  3. Slot a random key card into the stand where only the spymasters can see it — it marks 9 words for the starting team, 8 for the other, 7 bystanders, and 1 assassin.
  4. The team with 9 words goes first.

How to play — the rules

Giving a clue

On your team’s turn, the spymaster says exactly one word plus a number — for example, “Ocean, 3” — meaning three of their agent words relate to “ocean.” The clue word cannot be any word currently visible on the grid.

The number tells the team how many words the clue points to, which also sets how many guesses they may make.

Guessing agents

  • Operatives touch a word to guess it. The spymaster covers it with the appropriate card.
  • Guess your own agent and you may keep guessing, up to the clue’s number plus one bonus guess.
  • Guess an innocent bystander and your turn ends.
  • Guess the other team’s agent and it’s covered in their color — helping them — and your turn ends.
  • Guess the assassin and your team loses the game immediately.

The bonus guess

Because you get one extra guess beyond the number, a team can catch up by correctly picking a word from a previous clue. But every guess risks hitting a bystander, a rival agent, or the assassin — so knowing when to stop is a skill.

A turn, step by step

  1. The spymaster gives a one-word clue and a number.
  2. Operatives discuss and touch words to guess, one at a time.
  3. Keep guessing while correct, up to the number plus one — or stop early.
  4. A wrong guess (or stopping) ends the turn and passes play to the other team.

How to win

A team wins by being the first to have all of their agents contacted — every one of their words covered.

A team loses instantly if its operatives ever guess the assassin, handing the win to the other side.

Strategy tips

  • As spymaster, favor clues that safely connect two words over a risky clue for four.
  • Give your team an “out”: a clue that steers them clear of the assassin’s likely words.
  • As an operative, stop guessing once you’ve found the number given unless you’re confident — the bonus guess is a trap as often as a gift.
  • Track clues that went unfinished; a leftover word from an earlier clue is a safe bonus guess.
  • Watch the enemy’s color count — sometimes a defensive, low-number turn is smarter than a greedy one.

Frequently asked questions

How many words can you guess per turn in Codenames?

You may make up to the number in the clue plus one bonus guess — but only while you keep guessing correctly. A wrong guess ends the turn immediately.

What happens if you guess the assassin?

Your team loses the game instantly. Avoiding the assassin is the spymaster’s most important job when choosing a clue.

Can a clue be a word on the board?

No. Your one-word clue can’t be any of the words currently showing in the grid. Once a word is covered, it may become usable again in some rule sets, but visible words are off-limits.

How many agents does each team have?

The starting team has 9 agents to find and the second team has 8, alongside 7 innocent bystanders and 1 assassin, for 25 words total.

House-rule ideas

  • Undercover: allow zero and “unlimited” as clue numbers for expert spymasters.
  • Use the sand timer to cap how long each turn can take.
  • Small-group mode: play the two-player cooperative variant included in the rules.

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