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Overview
- Spymasters know secret identities of 25 agents
- Teammates only know the agents by their codenames
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Spymasters take turns to give one-word clues
- Clue may relate to multiple words on the table
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Teammates guess words on the table
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If it matches word on the table, Spymaster reveals the secret identity
- If it is the team's agent, team continues guessing
- If not, next team makes a guess
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Gameplay (Teams take turns)
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Spymaster Gives a Clue
- Spymaster selects the codenames/agents that he/she would like the team to uncover
- Spymaster gives one word clue
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Spymaster shouts out the number of codenames related to the clue
- This will indicate maximum number of correct guesses team can make for the turn. However, if team makes a correct guess from previous clue, they are allowed 1 extra guess
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Teammates Make Contact by Guessing
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Teammates discuss the clue while Spymaster keeps a straight face
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Team makes a guess by touching one of the codenames on the table
- Outcome of guess
- Card belongs to their team
- Cover card with agent card
- Guess another word
- Card is an innocent bystander
- Cover with innocent bystander card
- Turn ends
- Card belongs to other team
- Cover card with other team's agent card
- Turn ends
- Card is an Assassin Card
- Team Loses
- Number of Guesses
- Total number of available guesses is based on the number of codenames related Spymaster's clue
- If team guessed a card correctly from the previous clue, they can make an extra guess
- Teams make a least 1 guess
- Stop guessing at any time but usually you will want to guess as many words as the Spymaster said
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Game Setup
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Team and card setup
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Spymaster
- Each team chooses a person to be Spymaster
- Spymasters sit on same side of table
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Field Operatives
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Rest of team are field operatives
- Sit across Spymasters
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Codenames
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Randomly choose 25 codenames
- Place on table in 5 by 5 grid
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The Key
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Each game has one key revealing secret identities of cards on the table
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Spymasters choose key card randomly and slide into stand between them. Operatives must not see it.
- Key corresponds to grid
- Blue Squares
- Words that Blue team must guess
- Red Squares
- Words that Red team must guess
- Pale Squares
- Innocent bystanders
- Black Square
- Assassin that must never be contacted
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Who Starts?
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4 lights around edge of key card indicate which team starts
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Starting team has 9 words to guess
- Team's spymaster gives first clue of the game
- Other team has 8
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Agent Cards
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Red Agent Cards go in a stack in front of Red Spymaster. Blue in front of Blue spymaster.
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Double agent belongs to whichever team that starts. Flip to team's colour
- Innocent bystanders and assassin kept in between the 2 spymasters
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Clues
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Rules for Clues
- Clue must be about meaning of the words
- Letters and numbers are valid clues as long as they refer to the meaning
- Must be played in English
- Can't say any form of the visible word on the table
- Can't say part of a compound word
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Homonyms and Spelling
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Same sounding words with different meanings/spelling are considered different words
- You can only use the meaning for that word for your clue (e.g. clue for knight cannot be used for word night)
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Words spelt the same are considered the same even if they have different meanings/pronounciations
- You can use the different meanings as clues for the same word
- Spell out your clue if someone asks for it
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Optional Flexible Rules
- Decide if you allow compound words (e.g. mother-in-law)
- Allow proper names as one word (e.g. George Washington)
- Allow Common Abbreviation (e.g. CIA, PhD)
- Allow different meanings for Homonyms (same sounding words) e.g clues for knight for the word night
- Allow a rhyming clue even if it is not related to the meaning of the word
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Expert Rules: Clue number 0
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Spymaster is allowed to call 0 to indicate none of the words are related to the clue
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Team continues to make at least one guess
- Limit of guesses no longer applies
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Expert Rules: Unlimited
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If you have multiple unguessed words from previous clues
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Spymaster may call unlimited instead of number
- Limit of guesses no longer applies
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2 player rules
- Play on same team against simulated opponent
- Setup game as usual, one player will be the spymaster, the other, field operative
- Your team goes first
- Play turn as usual
- Spymaster simulates enemy team by covering up 1 of the opponent's word each turn
- If your team contacts assassin, you lose
- If your team wins, give score based on number of opponent agent cards left
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3 player rules
- Choose 2 players to compete against each other. Both will be spymasters.
- Player who is not Spymaster is the field operative for both teams
- Setup is as usual. Field Operative works for both sides
- Winning Spymaster is determined the same way as the usual game
- Field operative does his best for both sides