Codenames Game Rules

1. Objective

The objective of each team is to be the first to reveal all of its cards:

You must avoid revealing the black card, as it results in an immediate loss.

2. Players

The game is played by two teams:

Each team has:

3. Cards

There are four types of cards on the table:

All cards are laid out face up in a rectangular grid.

The players do not know which cards belong to which type. The spymasters do know the identity of all cards.

4. Setup

  1. Shuffle the cards and lay them out on the table.
  2. Determine which team goes first.
  3. Spymasters position themselves so they can see the card identities.
  4. Players see only the words on the cards, not their types.

5. Gameplay

Teams take turns.

A team’s turn consists of two phases:

  1. the spymaster gives a clue
  2. the players select cards

6. The Spymaster’s Clue

On their turn, the spymaster:

  1. says one word
  2. says one number

The word is a semantic clue related to the team’s cards.

The number is the maximum number of cards the team may attempt to reveal using that clue.

Example clue: Sea — 2

After giving the clue, the spymaster may not add any explanations or comments.

7. Players’ Actions

After receiving the clue, the players:

  1. discuss possibilities among themselves
  2. choose and reveal cards one by one

Players may reveal:

The team may stop early if it chooses.

8. “Plus One” Rule (Modified)

After a spymaster’s clue, a team may reveal:

“Unrevealed cards from previous turns” are cards belonging to the team that were associated with earlier clues but were not revealed because the team ended its turn early.

If all previous clues were fully used, the team may not reveal an additional card.

The additional card is revealed at the end of the turn, at the team’s discretion.

When revealing the additional card, the normal rules apply: revealing a team card is successful; revealing a neutral card or an opponent’s card immediately ends the turn; revealing the black card immediately ends the game with a loss.

9. Result of Revealing a Card

10. Winning and Losing

A team wins if it reveals all of its cards before the opponent.

A team loses if the black card is revealed.

11. Additional Rules for Clues

The spymaster is not allowed to:

  1. Use abbreviations.
  2. Use translations of words.
  3. Use non-semantic associations, including similar-sounding words.
  4. Use cognates, parts of words, or modified forms of words that appear on the table.
  5. Use gestures, facial expressions, intonation, or any non-verbal clues.
  6. Give explanations, examples, or comments after the clue.

A clue must: