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.

  1. Make two teams

    Each team chooses one spymaster. The spymasters sit where only they can see the key card; everyone else becomes an operative.

  2. Read the key

    The key shows which word cards belong to each team, which are innocent bystanders and which single card is the assassin.

  3. 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.

  4. 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.

  5. 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