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How to Play Codenames: Rules, Clues & FAQ

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Codenames box art

Codenames at a glance

Rulebook facts and what players say · checked 2026-10
Players
4–8 (publisher lists 4-8+; 2+ cooperative with Codenames Duet) · Publisher website
Play time
15 min · Publisher website
Age
10+ · Publisher website
Complexity
Light (clue or guess per turn; core rules 2 pages (proposed, PM count)) · Rulebook (our method)
Mode
Team · Rulebook
Publisher · Year
Czech Games Edition · 2015 (2025 edition) · Rulebook
Works for
Groups (5+), Family (mixed ages), Quick (30 min or less)
Less suited to
Under 10, 2 players

Table traits · from the rulebook and player discussion

FieldLevelBasis
Learning curveLow
BasisRulebook: complexity Light
Rulebook: complexity Light
Player interactionHigh
BasisRulebook: two teams race over one shared grid
Rulebook: two teams race over one shared grid
Replay varietyHigh
BasisRulebook: 25 random words and a random key card each game; confirmed by recurring player discussion on BoardGameGeek and Reddit
Rulebook: 25 random words and a random key card each game; confirmed by recurring player discussion on BoardGameGeek and Reddit
DowntimeHigh
BasisBased on recurring player discussion on BoardGameGeek and Reddit
Based on recurring player discussion on BoardGameGeek and Reddit
Table talkHigh
BasisRulebook: spymaster clues and team discussion
Rulebook: spymaster clues and team discussion

Box art © Czech Games Edition

Codenames is a word game for two teams. The publisher lists it for 4 to 8 or more players, ages 10 and up. A game takes about 15 minutes. One player on each team is the spymaster. The spymaster gives one-word clues, and teammates try to find their team's words on the table.

You can learn it in minutes. This guide follows the 2025 rulebook from Czech Games Edition.

A 5 by 5 grid of blank word cards, a few covered in red, blue and yellow, next to the title Codenames rules

What's in the box and how to set up

The 2025 box has 200 word cards with 400 codenames. It also has 40 key cards and a card stand. The tiles are 16 agents in two colors, 1 double agent, 7 innocent bystanders and 1 assassin.

  1. Split into 2 teams. Make them about the same size, with at least 2 players each.
  2. Pick spymasters. Each team chooses 1 spymaster. Both spymasters sit on the same side, facing their teammates. Everyone else is an operative.
  3. Lay out 25 words. Shuffle the word cards and deal 25 in a 5 × 5 grid.
  4. Draw a key card. Slide a random key card into the stand. Only the spymasters may look at it.
  5. Hand out tiles. Each spymaster takes 8 agent tiles in their color. The 7 bystanders and the assassin go between them.
  6. Give out the double agent. The key card's edge shows which team starts. That team has 1 extra word to find, so it takes the double agent tile.
Codenames setup, schematic25 word cards in a 5 by 5 grid. Both spymasters sit on one side behind the key card in its stand. Each spymaster has 8 agent tiles in their color; the 7 bystanders and the assassin go between them, and the starting team also takes the double agent.25 words, 5 × 5key cardin its stand · spymasters onlySpymasters' side8 red agents8 blue agents7 bystanders1 assassin1 double agent: to theteam the key card says starts
Setup, schematic: 25 words in a 5 × 5 grid, spymasters on one side, and the key card in its stand.

The key card shows which words belong to which team, and it also marks where the 7 innocent bystanders and the single assassin are hiding in the grid.

How a turn works

Teams take turns, starting with the team shown on the key card.

  1. The spymaster gives 1 clue. A clue is 1 word and 1 number. The word links to some of your team's words. The number says how many.
  2. The operatives talk it over. Then one of them touches a card as the guess.
  3. The spymaster covers the card. Use the tile that matches its color on the key.
  4. Keep going or stop. A right guess lets you guess again. You must make at least 1 guess each turn.

Here's an example. ROOT and BARK are red words. The red spymaster says "tree: 2." The operatives guess ROOT, which is red. Then they pick APPLE instead of BARK. APPLE is red too, so the guess counts. The spymaster just covers it and keeps a straight face.

When a guess goes wrong

The plus-one rule

While you keep guessing right, you may make 1 more guess than the clue's number. So "cold: 3" allows up to 4 guesses. The extra guess helps you pick up a word you missed on an earlier turn.

One Codenames turnThe spymaster gives 1 clue: 1 word and 1 number. Operatives touch a card and the spymaster covers it. A right guess lets you go again, up to the clue number plus one; a bystander or the other team's word ends the turn; the assassin loses the game.1 Clue1 word + 1 number2 Guesstouch 1 card (at least 1)3 Cover ittile of its colorYour color?guess again or stopBystander or theirsturn endsAssassinyour team losesMost guesses: the clue number + 1"cold: 3" allows up to 4 guesses
One turn: 1 clue, then guesses until a miss, a stop, or the clue number plus one.

How to win

Your team wins when all of your words are covered. Often you'll win by guessing your last word. You can also win if the other team guesses your last word for you. And if the other team finds the assassin, your team wins at once.

What makes a clue valid

The clue has to be about meaning. It can't point at letters or at where a card sits on the table. So "b: 3" isn't allowed for BED, BUG and BOW.

When you aren't sure, ask the other spymaster quietly, so the operatives can't hear. If they allow it, it's valid. Simple.

An invalid clue ends that team's turn with no guesses. The other spymaster may also cover one of their own words. If nobody notices until later, the clue stands.

Expert clues

Playing with 2 or 3 people

The 2025 rulebook needs 2 teams of at least 2 players. For 2 or more players working together, the publisher makes Codenames Duet. It's a cooperative version with 400 more words, and its cards can mix with Codenames.

How it compares

GamePlayersPlay timeAgeComplexitySource
Codenames4–8+15 min10+LightPublisher website, rulebook
Ticket to Ride2–530–60 min8+LightRulebook
Catan3–4 (5–6 with expansion)60–90 min10+MediumPublisher website, rulebook

Codenames is the one for a crowd. Teams can grow as big as your living room allows, and a whole game fits into the time it takes to order pizza. Ticket to Ride and Catan seat fewer people and run longer.

Common Rules Questions

Can operatives guess a word from an earlier clue?

Yes. They can guess words from a previous turn's clue, even with their first guess. The plus-one rule exists for exactly this. The spymaster can't remind them which words they missed.

Can the spymaster react while the team is talking?

No. Spymasters keep a straight face and don't reach for a tile until a card is touched. If a guess is right by accident, act like it was planned.

Can a team stop guessing early?

Yes. After at least 1 guess, a team can end its turn whenever it likes. Stopping is often wiser than a risky last guess. No shame in it.

Are proper names allowed as clues?

One-word names are always valid. Your group can agree to allow longer names, such as New York, and even titles.

Can you give a clue with two words?

Usually not. One-word compounds like greenhouse are fine. Clues like mother-in-law or alarm clock need the other spymaster's OK. Your group can also agree to allow common abbreviations, like NASA.

If you like Codenames, try these

For a calmer game at a smaller table, read our Ticket to Ride guide. For trading and building, try Catan. For a quick card game, try Sushi Go. For a team game where everyone is on one side, try Pandemic. Everything else is in our board games section.

Sources

How we check rules and build the intro card: our methodology.