Party Games
How to play Codenames
Use one-word clues to help teammates identify your agents while avoiding the assassin.
QUICK ANSWER
How do you play Codenames?
The spymaster gives one word and one number; teammates discuss and touch cards one at a time. Resolve the full result of that action before the next player begins. Continue in order while keeping pieces, scores, resources, or progress visible. A team wins by finding all of its agents first, but selecting the assassin causes an immediate loss.
Jump to the step-by-step rules ↓EDITOR'S TABLE NOTES
Is Codenames a good fit for your group?
This game works especially well for social groups that value laughter, participation, and short explanations more than detailed strategy; the listed 4–8+-player range and 15–30 min playing time should also fit the group. Before setting up, decide whether that matches the experience your group wants today.
Rules version covered here
This guide uses a simple, inclusive version designed to keep everyone involved. Decide the time limit, clue restrictions, and tie procedure before beginning. For Codenames, pay particular attention to the stated setup and ending condition below.
QUICK VIDEO GUIDE
Learn Codenames in under a minute
About this video
This original mini lesson covers what you need, setup, normal play, the winning condition, and one beginner tip. Continue below for the complete written guide.
INTERACTIVE LEARN-TO-PLAY
Practice Codenames before the first round
Walk through the setup, try a sample turn, and get a quick answer when play stalls.
Lay out 25 word cards, choose opposing spymasters, and secretly align the key card.
Confirm the starting player, turn direction, and the exact ending condition for Codenames.
Playable example turn
Step 1 of 4
The spymaster gives one word and one number; teammates discuss and touch cards one at a time.
What should we do now?
Start with this action: The spymaster gives one word and one number; teammates discuss and touch cards one at a time.
Scoring and winning
A team wins by finding all of its agents first, but selecting the assassin causes an immediate loss.
Common dispute to prevent
Giving a clue that contains, rhymes with, or directly references a visible code word when the agreed rules forbid it. Agree on any edition-specific variation before the first turn.
The objective
Your goal is to use one-word clues to help teammates identify your agents while avoiding the assassin. Before play begins, make sure every player can explain how the game ends and what determines the winner. That one check prevents many mid-game disagreements.
What you need
A Codenames set. Lay out every required item before teaching the rules. If pieces, cards, controllers, or play space are missing, resolve that before the practice turn.
How to set up
- Lay out 25 word cards, choose opposing spymasters, and secretly align the key card.
- Confirm the starting player, turn direction, and the exact ending condition for Codenames.
Setup check: Ask one player who did not arrange the game to compare the table, field, or screen with these steps. A fresh look often catches an incorrect starting position.
How to play: step by step
- The spymaster gives one word and one number; teammates discuss and touch cards one at a time.
- Resolve the full result of that action before the next player begins.
- Continue in order while keeping pieces, scores, resources, or progress visible.
- A team wins by finding all of its agents first, but selecting the assassin causes an immediate loss.
Example first round
A useful first-round walkthrough for Codenames begins this way: The spymaster gives one word and one number; teammates discuss and touch cards one at a time. Next, resolve the full result of that action before the next player begins. Continue in normal turn order until the ending condition applies: a team wins by finding all of its agents first, but selecting the assassin causes an immediate loss.
How scoring and winning work
- The result is determined by the guide's stated objective: Use one-word clues to help teammates identify your agents while avoiding the assassin.
- The final step explains when play stops: A team wins by finding all of its agents first, but selecting the assassin causes an immediate loss.
- For the most common rules question, use this clarification consistently: It may make one extra guess under the standard rules, provided every earlier guess was correct.
Useful variations
- Use teams or allow a pass so shy players can participate without being singled out.
- For a shorter session, announce a stopping time before starting; 15–30 min is the normal planning range for Codenames.
- When playing with beginners, demonstrate this strategy before scoring begins: Choose a clue that connects several words without also pointing toward the assassin or an opponent's card.
Beginner strategies
- Choose a clue that connects several words without also pointing toward the assassin or an opponent's card.
- After each round, identify which decision created the strongest position and test that lesson in the next game.
Choose one of these ideas for the first game instead of trying to remember every strategy at once. Afterward, identify one decision that changed the result and one move you would test next time.
Common mistakes to avoid
- Giving a clue that contains, rhymes with, or directly references a visible code word when the agreed rules forbid it.
- Mixing rules from another edition or a familiar house version without telling the other players.
If an illegal move is discovered, pause and agree on the least disruptive correction. For casual play, consistency and a shared understanding matter more than reconstructing many turns.
Frequently asked questions
Can a team guess more than the clue number?
It may make one extra guess under the standard rules, provided every earlier guess was correct.
What is the best way to teach Codenames?
Explain the objective, demonstrate one normal turn, and let everyone try a no-pressure practice turn before scoring.
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