Codenames

Item needed:

  1. Game board
open

Min players:

4

Max players:

12

Required age:

13

Average cost:

$1.6

Game duration(Mins):

45 - 60
Codenames is a word association game played on a 5×5 grid of word cards. Each team has a spymaster who provides single-word clues followed by a number, indicating how many words on the grid relate to the clue. The operatives, seated opposite the spymasters, discuss and guess the words based on these clues. Once an operative selects a word, the spymaster reveals if it belongs to their team, the opponent, is neutral, or is the assassin. Guessing an opponent’s word ends their turn, guessing a neutral word ends the turn without penalty, and guessing the assassin results in an immediate loss. The game involves strategic thinking and careful word association, aiming to identify all words of one’s team while avoiding the assassin. The team that successfully identifies all their words first, or avoids the assassin while making correct guesses, wins the game.

Game Overview

Codenames is an exciting word association game where players must guess the words on the board based on clues given by a “spymaster”. The game involves strategy, teamwork, and careful consideration to outsmart the opposing team.

Objective

The Objective of Codenames is:

  • Teams: Two teams (Red and Blue)
  • Goal: Be the first team to guess all of your team’s words on the grid without guessing the “assassin” word.

Setup

  1. Players: 4-12 players.
  2. Minimum Age: 13+ years.
  3. Roles:
    • Spymasters (one from each team)
    • Operatives (remaining players)
  4. Components:
    • 25 word cards
    • Key card
    • Timer (optional)
    • Team markers (Red and Blue)
    • Assassin marker
    • Neutral markers

Preparing the Game

  1. Lay Out the Grid:
    • Shuffle the word cards and lay out a 5×5 grid on the table.
  2. Assign Roles:
    • Choose one player from each team to be the Spymaster.
    • The Spymasters sit on the same side of the table, facing the grid.
    • The Operatives sit on the opposite side.
  3. Set Up the Key Card:
    • The Spymasters draw a key card and place it in front of them. This key card shows which words on the grid belong to each team, which are neutral, and which is the assassin word.

How to Play

Game Rounds

Codenames proceeds in rounds with the following phases:

  1. Giving Clues:
    • The Spymaster gives a one-word clue followed by a number (e.g., “Animal 2”). The clue word must relate to the words on the grid that belong to their team.
    • The number indicates how many words on the grid relate to the clue.
  2. Guessing Words:
    • The Operatives discuss the clue and try to guess which words on the grid match the clue.
    • They can openly discuss their thoughts but must avoid revealing their guesses to the other team.
    • Once the Operatives decide on a word, one of them touches the corresponding word card on the grid.
  3. Revealing Words:
    • The Spymaster reveals whether the chosen word is one of their team’s words, an opponent’s word, a neutral word, or the assassin word.
    • If it is their team’s word, the word is covered with the team’s color marker, and the Operatives can continue guessing.
    • If it is an opponent’s word, the word is covered with the opponent’s color marker, and the turn ends.
    • If it is a neutral word, the word is covered with a neutral marker, and the turn ends.
    • If it is the assassin word, the guessing team immediately loses the game.

Winning the Game

  • The game continues with Spymasters giving clues and Operatives guessing until one team has correctly identified all their words on the grid.
  • If a team guesses the assassin word, they lose immediately.

Strategy Tips

  • For Spymasters:
    • Choose clues carefully to maximize the number of correct guesses.
    • Avoid giving clues that could lead to the assassin word or opponent’s words.
  • For Operatives:
    • Communicate effectively with your team.
    • Weigh all possibilities and be cautious with each guess.

 

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