Codenames
15-30 min
A word-based party game of secret agents.
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0
15-30 min
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Codenames rules — frequently asked questions
- How many guesses do we get?
- Up to the clue's number plus one. The extra guess is meant for words left over from earlier clues. You must always make at least one guess, and you may stop any time after that.
- What does a clue number of zero mean?
- "None of our words relate to this clue" — usually a warning ("POISON, 0" = stay away from anything poison-like). After a 0 clue, the team may guess as many words as it likes, but still must guess at least one.
- Can the clue be two words, like "New York"?
- The standard rule is one word only. Many groups allow well-known compound proper names — agree before the game. Hyphenated words and acronyms are usually treated as one word.
- Can the spymaster use a word that's on the table?
- No — a clue can't be any visible codename, or a variant of one (no BREAKER while BREAK is uncovered). Once the word is covered by an agent card, related clues become legal.
- What happens if we guess an enemy agent?
- The spymaster covers it with the enemy's agent card — you just advanced their board — and your turn ends immediately.
- What if the spymaster gives an illegal clue?
- The team's turn ends at once, and as a penalty the other spymaster may cover one of their own team's words before giving their next clue.
- Are rhymes and spelling clues allowed?
- Not under standard rules — clues must relate to word meanings. "Sounds like" clues, letter counts, and grid positions are all off-limits.
- Can we play with two or three players?
- Yes — play as a single team trying to beat your own record: one spymaster, the rest guess. After each of your turns, cover one of the rival team's words. Try to finish before the rival's words run out.
- Do we have to use the timer?
- It's optional. The suggested use: if someone is taking forever, anyone may flip the timer and ask them to decide before it runs out.
- Can the spymaster say the clue with a hint of tone or gesture?
- No. Spymasters must deliver the clue neutrally — no emphasis, gestures, wincing, or eye contact games. Information must come only from the word and number.