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Codenames
One word must connect five agents. One wrong word could trigger the assassin.
- Players
- 4–8
- Playing time
- 15–30 min
- Min. age
- 14+
- Year
- 2015
- Designer
- Vlaada Chvátil
Setup
Form two teams and choose one spymaster for each.
Arrange 25 random word cards in a 5×5 grid in the center of the table.
Each spymaster takes the secret key card, which shows which words belong to each team and which is the assassin.
The team going first (shown on the key card) places the double agent in their favor and has one extra word to identify.
ROUND STRUCTURE
The spymaster gives a two-part clue: one word and a number indicating how many cards it relates to. No other verbal or gestural hints are allowed.
GUESSING
The field agents discuss and choose the cards they think match the clue, revealing them one at a time.
If correct, they may continue up to the stated limit or stop voluntarily.
If they touch a rival team's card, the turn passes to the other team.
If they touch the assassin card, their team loses immediately.
Victory conditions
The first team to correctly identify all their agents (8 or 9, depending on who goes first) wins.
The game ends instantly if a team touches the assassin card.
Frequently asked questions
- How many players does Codenames need?
- 4–8 players.
- How long does a game of Codenames last?
- 15–30 minutes.
- What is the minimum age for Codenames?
- From 14 years old.
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