Official Codenames Rules

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!

Codenames game box.

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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:

  1. The spymaster gives a one-word clue and a number
  2. Field operatives guess words on the table
  3. Correct guesses allow continued guessing
  4. 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

  1. Spymaster gives a clue
  2. Operatives guess until:
    • They guess incorrectly
    • They choose to stop
    • They reach the maximum guesses
  3. 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:

  1. All three players cooperate as one team
  2. 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.

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