Game Guide Rules verified Sep 2026

Codenames

Two spymasters give one-word clues to connect multiple words on a 5×5 grid while steering teammates away from enemy agents, bystanders and the assassin.

♟4–8 Players◷15 Minutes♜Ages 10+⚙Light◆Team Word Game

Two teams compete to identify their agents among a five-by-five grid of words. Each spymaster can see which words belong to which side.

The spymaster gives a one-word clue plus a number, and teammates discuss which words it connects to. Guessing an opposing agent helps the other team, while selecting the assassin ends the game immediately.

Why We Love It

Codenames turns one word into a multi-target puzzle. A strong clue connects several friendly words while staying far away from enemy agents and the assassin, so clue quality depends on both meaning and risk.

About Codenames

Two teams compete to identify their agents among a five-by-five grid of words. Each spymaster can see which words belong to which side.

The spymaster gives a one-word clue plus a number, and teammates discuss which words it connects to. Guessing an opposing agent helps the other team, while selecting the assassin ends the game immediately.

Game at a Glance

1

Give One Clue

Spymasters must compress several intended words into a single legal clue.

3

Connect Multiple Words

Higher-number clues can accelerate the team but usually introduce more ambiguity.

?

Read Team Reasoning

Guessers discuss associations while the spymaster stays silent.

☠

Avoid the Assassin

One dangerous word can end the entire game immediately.

What is Codenames?

Codenames is Vlaada Chvátil’s team word game. Czech Games Edition refreshed the core game in 2025 with a revised word list, new art, improved insert and streamlined rulebook while keeping the central clue-giving structure.

The current CGE edition is listed for 4–8+ players, age 10+, in about 15 minutes.

How the game works

Twenty-five word cards form a grid. A hidden key tells the two spymasters which words belong to each team, which are neutral and which one is the assassin.

On a turn, the spymaster gives exactly one word plus a number. Teammates discuss and guess which visible words connect to that clue. Correct team guesses can continue; a wrong guess ends the turn, and choosing the assassin loses immediately.

The decisions that define it

The spymaster wants clues that connect several team words without also pointing toward dangerous words. A clever clue is only useful if teammates interpret it the same way.

Guessers must balance the number announced with board context: sometimes stopping early is safer than forcing the final guess.

Who is it for?

Choose Codenames for larger groups that enjoy word association, team discussion and short repeatable rounds.

It is much lighter and more social than the strategy-heavy games that dominate the rest of our archive.

Learn Codenames in depth

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Publisher sources & scope

Checked September 15, 2026. This hub covers the identified current base or standalone edition. Use the publisher rules for exact card and module interactions.

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