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TIPS

CODENAMES: HOW TO BE A GREAT SPYMASTER

Two teams of spies. Spymasters give one-word clues that connect multiple board words; teammates guess which words match. First to identify all their team's words wins.

DIFFICULTYBEGINNER
PLAYERS4–8+
PLAY TIME15–30 min
AGE14+
STEP 1

SETUP

  1. 1Lay out 25 word cards in a 5×5 grid.
  2. 2Split into two teams (red and blue). Each team picks one spymaster.
  3. 3Both spymasters look at the same key card showing which words are red, blue, neutral, or assassin.
  4. 4The team with 9 words (instead of 8) goes first.
  5. 5Cover the agent cards with the matching team colour as words are guessed.
STEP 2

HOW TO PLAY

SPYMASTER GIVES A CLUE

A clue is ONE WORD plus a NUMBER. The word connects multiple target words on the board; the number tells your team how many words the clue covers. Example: 'OCEAN 3' means three of your team's words relate to ocean.

TEAM GUESSES

Your team must guess at least 1 word. Each correct guess covers their card. If they guess wrong (neutral or other team's word), turn ends immediately. Guessing the ASSASSIN loses the game instantly.

BONUS GUESS

You can guess up to (clue number + 1) words. Use the bonus guess to cover a word from a previous clue your team missed — but don't push your luck on a fresh clue.

ENDING A TURN

Stop guessing at any time, ending your turn. Turn also ends on: wrong guess (neutral), opposing team guess, OR reaching the clue limit.

★ WIN CONDITION

Identify all your team's words before the other team does. Lose instantly by guessing the assassin.

STEP 3

QUICK TIPS

  • Start with safe 2-word clues. Calibrate to your team's wavelength before stretching.
  • Avoid clue words that share a stem with target words (no 'WASH___' for WASHINGTON).
  • Track the assassin: don't give clues anywhere near it conceptually.
  • A 4-word clue that loses a turn is worse than two safe 2-word clues.
  • Listen carefully when your team is guessing — they often expose what they're thinking.
  • Codenames Duet (2-player co-op) is excellent for couples but plays very differently.
DEEP DIVE

STRATEGY NOTES

Codenames is the rare party game that works at both 4 and 16 players. Two teams; two spymasters give one-word clues for multiple words on a grid; field operatives guess what the clue means.

The community's biggest tip for new spymasters is to avoid being too clever on your first clue. A connect-four clue that loses a turn because operatives can't reverse-engineer it costs you more than a safe two-word clue. Calibrate to your team's wavelength before stretching.

The single best house rule the community has converged on is "no English nouns that share a stem with the target word". This prevents the cheap "Wash..." clue for WASHINGTON. Adopting this rule from game one separates good spymasters from lazy ones, and tightens every match into a clue-crafting puzzle.

For groups, the original word-based Codenames remains the right buy. The Pictures version is great for non-native English speakers; Duet (2-player co-op) is excellent for couples but plays differently.

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