Last Updated on January 13, 2026 by The Official Game Rules Team
Codenames is a social word-based deduction game where players compete in teams to locate secret agents hidden among innocent words—while avoiding the deadly assassin. Here’s a breakdown of the rules and how to play Codenames:
If you enjoy Codenames, make sure to check out Codenames: Duet, a fun cooperative word game!
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How to Play Codenames
Setup
Form the Teams
- Split players into two teams: Red and Blue
- Teams should be roughly equal in size and skill
- A standard game requires at least 4 players (2 per team)
- Special rules for 2- and 3-player games are explained later
Choose Spymasters
- Each team selects one spymaster
- Both spymasters sit next to each other on the same side of the table
- The remaining players sit across from their spymaster as field operatives
Lay Out the Codenames
- Randomly select 25 codename cards
- Arrange them face up in a 5×5 grid
- Tip: While shuffling, flip half the deck occasionally to mix words more thoroughly
The Key Card
Each game uses one key card, which secretly shows:
- Which words belong to Red agents
- Which words belong to Blue agents
- Which words are innocent bystanders
- Which single word is the assassin
The spymasters:
- Randomly choose one key card
- Slide it into the stand between them
- Do not let field operatives see it
Starting Team
- The four small lights on the edges of the key card indicate which team goes first
- The starting team has 9 agents to find
- The other team has 8 agents
- The starting team gives the first clue
Agent Cards
Place the cards where both teams can see them:
- Red agent cards in front of the red spymaster
- Blue agent cards in front of the blue spymaster
There is also:
- 1 double agent, which belongs to the starting team
- 7 innocent bystanders
- 1 assassin
Keep the bystanders and assassin within reach of both spymasters.
Game Overview
- Spymasters know the true identity of all 25 words
- Field operatives only see the words themselves
Teams take turns:
- The spymaster gives a one-word clue and a number
- Field operatives guess words on the table
- Correct guesses allow continued guessing
- A mistake immediately ends the turn
The first team to reveal all of their agents wins—unless someone contacts the assassin, which causes an instant loss.
Giving a Clue
When it’s your team’s turn, your spymaster:
- Says one word as the clue
- Says one number, indicating how many words relate to that clue
Example:
If your team’s words include NUT and BARK, you might say:
Tree: 2
You may give a clue for just one word, but strong clues often connect multiple words.
Clue Rules
- The clue must be exactly one word
- No extra commentary, explanations, or gestures
- The clue cannot be any visible word on the table
- Once a word is covered, it may become legal later
Making Guesses
After the clue is given:
- Field operatives discuss among themselves
- The spymaster must remain silent and expressionless
- An operative makes an official guess by touching a word
What Happens Next?
- Your team’s agent → cover it with your color; guess again
- Innocent bystander → cover it; turn ends
- Opponent’s agent → cover it with their color; turn ends
- Assassin → game over; your team loses immediately
Number of Guesses
- You must make at least one guess
- You may make up to (number + 1) guesses
- You may stop guessing early if unsure
Example:
If the clue is river: 3, your team may make up to 4 guesses, as long as each guess is correct.
Turn Structure
- Spymaster gives a clue
- Operatives guess until:
- They guess incorrectly
- They choose to stop
- They reach the maximum guesses
- Play passes to the other team
Ending the Game
The game ends when:
- One team reveals all of their agents (they win), OR
- A team reveals the assassin (they lose immediately)
It is possible to win during the opposing team’s turn if they accidentally reveal your final agent.
Invalid Clues
If a spymaster gives an illegal clue:
- Their team’s turn ends immediately
- As a penalty, the opposing spymaster may cover one of their own agents before giving the next clue
If no one notices the illegal clue, it remains valid.
Spymaster Etiquette
- Keep a straight face at all times
- Do not reach for cards while operatives are deciding
- Always act as if a correct guess was intentional
Field operatives:
- Should not look at the spymaster while guessing
- Should rely only on the spoken clue and table words
The Timer (Optional)
A sand timer is included but optional.
- Any player may flip it if someone is taking too long
- If time runs out, a decision must be made
- Groups who prefer strict limits can use an external timer or app
Valid Clues – Core Principles
Meaning-Based Only
- Clues must relate to meaning, not spelling, letters, or position
- You cannot clue based on first letters, syllables, or table layout
Letters & Numbers
- Allowed if they reference meaning
- Example: X: 1 for RAY
- The number itself cannot act as a clue
Language Rules
- Clues must be in English
- Foreign words are allowed only if commonly used in English
- You may not use any form of a visible word on the table
Homonyms and Spelling
- Words that sound alike but differ in meaning are not interchangeable
- Words spelled the same count as the same word, even if pronounced differently
- You may spell your clue aloud if needed
Flexible Group Rules
Many groups adjust rules for fun:
- Compound words may be allowed
- Proper names may count as one word
- Common acronyms (CIA, UK, PhD) are often allowed
- Rhymes may be allowed if tied to meaning
If the opposing spymaster agrees, the clue is valid.
Expert Clues
Zero (0)
- Example: Feathers: 0
- Means none of your words relate to the clue
- Operatives may guess unlimited times
- Still must guess at least one word
Unlimited
- Example: Ocean: unlimited
- Operatives may guess as many words as they want
- Risky, but powerful in the right situation
Two-Player Variant
- All players are on the same team
- One spymaster, others are operatives
- The opposing team is simulated
Each opposing turn:
- The spymaster covers one enemy word of their choice
You lose if:
- You contact the assassin
- All enemy agents are revealed
If you win, score is based on remaining enemy agents and turns taken.
Three-Player Variant
Two options:
- All three players cooperate as one team
- Two spymasters compete while the third player acts as a shared operative
The operative plays for both sides, and the spymaster who wins normally is the victor.


