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How to Play Codenames: Rules, Giving Clues and the Assassin Card

The rules of Codenames: the grid, how clues work, how many guesses you get, what the assassin does, and how the two-player version is played.

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Short answer

Codenames is played with 25 word cards laid out in a 5x5 grid while two teams try to find their own agents. Each team has one spymaster, and only the spymasters see the key card showing which word belongs to whom. A clue is exactly one word plus a number: the word states the connection, the number says how many cards it covers. A team gets that number of guesses plus one. Touching the assassin card loses the game instantly. Short answer: one word plus a number, number-plus-one guesses, never touch the assassin.

How to play Codenames: the setup

Codenames is a word-association game for two teams. It works from four players and gets better past eight, because a crowded guessing side is where the fun actually comes from.

Twenty-five word cards go on the table in a 5x5 grid. One player per team becomes the spymaster, and the two spymasters share sight of the key card showing which word belongs to which side.

The key card splits the grid: 9 agents for one team, 8 for the other, 7 bystanders and 1 assassin. The team with nine goes first.

  • 0125 word cards in a 5x5 grid.
  • 02One spymaster per team; everyone else guesses.
  • 03Only the spymasters see the key card.
  • 04Split: 9 + 8 agents, 7 bystanders, 1 assassin.
  • 05First team to find all its agents wins.

The rules for giving clues

A clue is one word plus one number — "fruit 3". The word states the connection between cards, the number says how many cards it covers.

The bans are narrow and precise. You cannot use any word visible on the grid as your clue, and the root counts too: with SEA on the table, "sailor" is not allowed.

The one-word rule is strict as well. Compound words and abbreviations vary by table, and it's the single detail worth agreeing before the first clue.

  • 01One word plus one number.
  • 02No word currently on the grid may be used.
  • 03Roots are banned too: no "sailor" while SEA is showing.
  • 04No gestures, no facial hints, no loaded intonation.
  • 05The number is compulsory — you can't give a clue without one.

How guessing works

A team gets the number in the clue plus one guess. "Fruit 3" allows four guesses, the extra one existing so teams can pick up cards left over from earlier turns.

Guessing continues as long as the cards turn up correct. Touch a wrong card and the turn passes to the other team immediately.

A team can stop early, and often should. Stopping on an uncertain card is cheaper than guessing: a wrong guess doesn't only end the turn, it can hand the other side one of their cards.

  • 01Guesses allowed = clue number + 1.
  • 02Keep guessing while the cards come up correct.
  • 03A wrong card ends the turn instantly.
  • 04A team may stop guessing whenever it likes.
  • 05A bystander ends the turn but scores for nobody.

What the assassin card does

One of the 25 cards is the assassin. Touch it and your team loses on the spot, whatever the score was.

The assassin is what balances the game's risk. Without it, every clue would carry a huge number; because of it, a spymaster has to weigh how many cards a clue covers against how badly it might be misread.

The most common spymaster mistake is forgetting the assassin exists. A broad clue like "object 4" very often reaches it.

  • 01Touching the assassin loses the game immediately.
  • 02It's the only instant-ending rule in the game.
  • 03Broad clues carry the risk of covering it.
  • 04The spymaster has to rule out associations that lead there.
  • 05Revealing the assassin ends the game, not just the turn.

What makes a good clue

A good clue isn't the one covering the most cards, it's the one that can't be misread. A weak clue joining three cards usually plays worse than a certain clue joining two.

Shared knowledge matters just as much. A reference to a show or a song works in a group who all know it and dies instantly in a mixed one.

  • 01Check certainty before raising the number.
  • 02Two certain cards beat three uncertain ones.
  • 03References your whole team shares are the safest clues.
  • 04Remind the team of leftovers — that's what the extra guess is for.
  • 05Rule out anything that could pull toward the assassin.

Playing with two or three people

Codenames works below four players. In the two-player version there are no opposing teams: you take turns giving clues and try to clear the whole grid together.

That version caps the number of turns, and the assassin still ends the game outright. Because you're chasing a shared score rather than beating anyone, it works well for couples and small groups.

  • 01No teams with two players — one shared goal.
  • 02Take turns as spymaster and guess together.
  • 03Limited turns; the score is how many cards you cleared.
  • 04The assassin still ends the game instantly.
  • 05With three, one spymaster and two guessers also works.

When the box isn't with you

What makes Codenames good is that the whole table thinks at once and every guess gets argued out loud. That kind of shared floor doesn't need a box: a question deck on a phone also moves round the table and needs no setup.

They aren't the same game — one runs on association and deduction, the other on conversation. But after a couple of rounds the table wants to change gear, and questions land well there. Best Liar Wins suits people who like bluffing; The Gossip Pot is built for rounds where a group talks about each other.

Frequently asked questions

How many people can play Codenames?

From two upwards, with no real ceiling. Four is the minimum comfortable setup: two teams, each with a spymaster and a guesser. Six to ten is the sweet spot, because a crowded guessing side produces the arguments the game runs on.

How many words can a Codenames clue be?

One word and one number. Compound words and abbreviations vary by table, so agree before you start. No word on the grid, and no root of a word on the grid, can be used as a clue.

How many guesses do you get in Codenames?

The number in the clue plus one. "Fruit 3" allows four guesses, with the extra one there to collect cards left from previous turns. A wrong card ends the turn immediately.

What happens if you touch the assassin?

The game ends instantly and your team loses, regardless of the score. That's why broad clues are risky: anything covering four cards very often covers the assassin too.

Can two people play Codenames?

Yes. The two-player version replaces teams with a shared goal: you alternate as spymaster and clear as many cards as possible within a limited number of turns. The assassin still ends it instantly.

What is the black card in Codenames?

The black card is the assassin. Touching it ends the game immediately and your team loses, whatever the score. There is exactly one on the board, and the spymaster's job is partly to steer the team away from it — a clue that could plausibly point at the assassin is a clue worth discarding.

What is a good Codenames strategy?

For the spymaster: link two words rather than chasing four, because a failed multi-word clue hands the turn over with your words still on the board. For the guessers: say the reasoning out loud before touching a card, since the spymaster cannot correct you but a teammate can. Both sides should treat the assassin as the first constraint, not an afterthought.

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