How to Play Codenames: Clues, Guesses & the Assassin

Codenames is a team word-association game. Two spymasters know which words belong to each team; their teammates see only a 5×5 grid of codenames. On each turn the spymaster gives one word and one number, trying to connect several friendly words without leading the team toward an opponent, a bystander or the assassin.

Current-edition guide. Checked September 20, 2026 against Czech Games Edition’s refreshed 2025 base game and official rules.

Set up a 5×5 grid and split into two teams

Lay out 25 codename cards in a 5×5 grid. Each team chooses one spymaster; everyone else is a field operative. The two spymasters sit where only they can see the randomly chosen key card.

The key marks the 25 words as red agents, blue agents, innocent bystanders or one assassin. The team indicated by the key’s starting marker goes first and has 9 agents to find; the other team has 8.

The spymaster gives exactly one word and a number

The clue word should relate by meaning to one or more of your team’s unrevealed words. The number tells teammates how many words the clue is intended to connect. The spymaster cannot add explanations, gestures or hints after giving the clue.

Clue legality matters. A clue cannot simply identify a visible word by its spelling, table position or by using that visible word or a form of it. The official rules include additional guidance for homonyms, proper nouns, abbreviations and edge cases.

Field operatives discuss and make guesses

Teammates discuss openly, then choose a visible word. The spymaster covers it with the matching identity tile from the key.

  • Your team’s agent: you may keep guessing.
  • Opponent’s agent: the turn ends and that word now counts for the opposing team.
  • Innocent bystander: the turn ends.
  • Assassin: your team loses immediately.

You can usually guess up to the clue number plus one

As long as guesses are correct, the team may make the number of guesses named by the clue plus one additional guess. The extra guess is useful for returning to a word from an earlier clue. The team may stop voluntarily before using all available guesses.

The first team to identify all its agents wins

The game ends as soon as all of one team’s agents are covered. A team can therefore win during the opponent’s turn if the opponent accidentally identifies that team’s final agent. Revealing the assassin instead causes an immediate loss for the guessing team.

A clean first-game teaching order

  1. Explain the four identity types on the key.
  2. Show one sample clue in the format “word: number.”
  3. Explain that correct guesses may continue and any wrong identity ends the turn.
  4. Explain the assassin before play starts.
  5. Mention the number-plus-one guess limit and the option to stop early.
  6. Use the rulebook only when an unusual clue-legality question arises.

Continue learning

Sources and scope

Checked September 20, 2026. This guide covers the competitive base game rather than Codenames: Duet or Codenames: Pictures.

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