Two spy teams compete to contact all their agents first. Your Spymaster gives one-word clues linking multiple codenames on the grid — but guess wrong and you might hand the game to your rivals, or hit the assassin and lose instantly.

2 – 8Players
15–30 minPlay Time
14+Age

Our full review: Codenames Review

Setup

1
Lay out 25 word cards in a 5×5 grid in the centre of the table.
2
Divide into two teams. Each team picks a Spymaster. Spymasters sit on the same side of the table, opposite their teams.
3
Draw a random key card and place it in the Spymaster stand so only Spymasters can see it. This card shows which words belong to which team and where the assassin is.
4
The team whose colour appears in the corner of the key card goes first and must contact one extra agent.

How a Turn Works

1
The active Spymaster gives a one-word clue followed by a number: the clue word plus how many cards on the grid it relates to. Example: "Animals: 3"
2
The team discusses and touches one card they believe matches the clue.
3
The Spymaster places the appropriate token on that card: agent (your colour), rival agent, innocent bystander, or assassin.
4
If correct, the team may guess again. They must guess at least once, can guess up to the given number + 1, and may stop at any time.
5
If the team guesses a bystander, rival agent, or stops guessing — the turn passes to the other team.

Win and Lose Conditions

WIN

Contact all your agents

The first team to uncover all their agents on the grid wins the round.

INSTANT LOSS

Hit the assassin

If any team touches the assassin card, that team immediately loses — no matter how many agents remain.

Spymaster Rules

  • Give only one word and a number. No gestures, reactions, or bonus hints.
  • The clue cannot be a word on the board (or a derivative of one).
  • You may not respond to your team’s guesses — stay stone-faced.
Can the Spymaster use proper nouns?

Yes — place names, brand names, and people's names are all valid clues as long as they're not a word currently on the grid.

Can we use the extra guess on a different clue from a previous turn?

Yes — the +1 extra guess can be used on any unresolved word from a previous clue, not just the current one.

What if the Spymaster accidentally reacts to a guess?

House rule it — most groups give a warning on the first accidental reaction. The Spymaster role is legitimately hard.