Board game guide
Codenames
One clue. Many connections.
Codenames turns a grid of ordinary words into a tense team conversation. It is quick to teach, lively with a crowd and different every time the table resets.
- Players
- 4–8+
- Time
- 15–30 min
- Experience
- Beginner-friendly
- Track
- Round wins
How to play
Give the table a clear rhythm.
Use this as a quick first-game guide, then keep the official rules close for edge cases and exact details.
Make two teams
Each team chooses one spymaster. The spymasters sit where only they can see the key card; everyone else becomes an operative.
Read the key
The key shows which word cards belong to each team, which are innocent bystanders and which single card is the assassin.
Give one clue
The active spymaster says one word and one number. The word links their team’s agents; the number suggests how many cards share that link.
Make the guesses
Operatives discuss and touch one card at a time. A correct agent lets them continue; a wrong colour or bystander ends the turn.
Win—or find the assassin
Reveal all your team’s agents first to win. Touching the assassin ends the game immediately in favour of the other team.
Before the first turn
Set up for a smooth start.
- Lay 25 word cards in a five-by-five grid.
- Choose a key card and keep it hidden from the operatives.
- Assign red and blue teams, then select both spymasters.
- Place the agent, bystander and assassin cards within easy reach.
Make it a season
Let every clue build the rivalry.
Record one win for the successful team, rotate the spymasters and play a short series. A recurring table makes the daring clues much more memorable.
Create your season- Result
- 1 team win per game
- Rotation
- New spymaster each round
- Format
- Best of 3 or 5
- Tiebreak
- Fewest total turns
