rules overview
video

		

SETUP

Players split up into two teams of similar
size and skill. You need at least four
players (two teams of two) for a standard
game. Variants for two or three players
can be found on the back page.

field
operatives

Each team chooses one player to be
their spymaster. Both spymasters sit on
the same side of the table. The otherplayers sit across from their spymasters.
They are field operatives.
Randomly choose 25 codenames andplace them on the table in a 5-by-5 grid.
Note: While shuffling the codename
cards, be sure to flip over half the deck
once in a while. This will mix the words
more thoroughly.

spymasters

THE KEYEach game has one key that reveals the secret identities of the cards on the table. The spymasters
should choose the key card randomly and slide it into the stand between them. Any side can be up.
Don't think about it. Just slide it into the stand. And don't let the field operatives see it.

 he key corresponds to the grid on the table. Blue squares correspond to words that Blue Team mustT
guess (blue agents). Red squares correspond to words that Red Team must guess (red agents). Palesquares are innocent bystanders, and the black square is an assassin who should never be contacted at all!
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STARTING TEAM
The four lights around the edge of the key card indicate which team starts. The starting
team has 9 words to guess. The other team has 8. The starting team will give the first clueof the game.

AGENT CARDS
8 red agents

8 blue agentsThe red agent cards go in a stack infront of the red spymaster. The blue
agent cards should be in front of theblue spymaster. This helps everyone
remember which team they are on.

1 double agent
The double agent belongs to whicheverteam starts. Flip it to that team's color.
It will be one of that team's agent cards
for the duration of the game.

7 innocent
bystanders

1 assassin
The innocent bystander cards and theassassin should be kept in between,
where both spymasters can reach themeasily.

		

GAME OVERVIEW

Spymasters know the secret identities of 25 agents. Their teammates know the agents only by theircodenames.
Spymasters take turns giving one-word clues. A clue may relate to multiple words on the table. The field
operatives try to guess which words their spymaster meant. When a field operative touches a word, thespymaster reveals its secret identity. If the field operatives guess correctly, they may continue guessing,until they run out of ideas for the given clue or until they hit a wrong person. Then it is the other team's
turn to give a clue and guess. The first team to contact all their agents wins the game.
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GAME PLAY

Teams take turns. The starting team is indicated by the 4 lights on the edges of the key card.

GIVING A CLUE
If you are the spymaster, you are trying to think of a one-word clue that relates to some of the words
your team is trying to guess. When you think you have a good clue, you say it. You also say one
number, which tells your teammates how many codenames are related to your clue.
Example: Two of your words are NUT and BARK. Both of these grow on trees, so you say tree: 2.
You are allowed to give a clue for only one word (cashew: 1 ) but it's fun to try for two or more. Getting
four words with one clue is a big accomplishment.

One WordYour clue must be only one word. You are not allowed to give extra hints. For example, don't say,"This may be a bit of a stretch…" You are playing Codenames. It's always a bit of a stretch.
Your clue cannot be any of the codenames visible on the table. On later turns, some codenames will
be covered up, so a clue that is not legal now might be legal later.

MAKING CONTACTWhen the spymaster gives a clue, his or her field operatives try to figure out what it means. They can
debate it amongst themselves, but the spymaster must keep a straight face. The operatives indicate
their official guess when one of them touches one of the codenames on the table.
•	If the field operative touches a card belonging to his or her team, the spymaster covers the wordwith an agent card in that color. The operatives get another guess (but not another clue).
•	If the field operative touches an innocent bystander, the spymaster covers it with an innocent
bystander card. This ends the turn.
•	If the field operative touches a card belonging to the other team, the word is covered by one ofthe other team's agent cards. This ends the turn. (And it helps the other team.)•	If the field operative touches the assassin, the word is covered by the assassin card. This ends thegame! The team that contacted the assassin loses.
Tip: Before saying your clue out loud, make sure it doesn't relate to the assassin.

Number of Guesses
The field operatives must always make at least one guess. Any wrong guess ends the turnimmediately, but if the field operatives guess a word of their team's color, they can keep guessing.
You can stop guessing at any time, but usually you want to guess as many words as the spymastersaid. Sometimes you might even want to guess one more:
Example: Red Team's first clue was tree: 2. The red operative wanted to guess ORANGE and NUT.
She guessed ORANGE first. That was an innocent bystander, so she did not get a chance to guess NUT.
Blue Team took a turn and correctly guessed two words. Now it is Red Team's turn again.
The red spymaster says river: 3. The red operative is pretty sure the AMAZON is a river, so she touches
that card. The spymaster covers it with a red agent card, so she gets to go again. A river has a BED,
so she touches that codename. It's also red, so she can go again.
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PENALTY FOR INVALID CLUES
If a spymaster gives an invalid clue, theteam's turn ends immediately. As an additional
penalty, the other team's spymaster may cover
one of his or her words with an agent card
before giving the next clue.

She's not sure of the third river word. She picks
NUT. This has nothing to do with river. She isguessing a word from the previous clue.
NUT is a red word. The operative has made3 correct guesses for the clue river: 3. She isallowed one final guess. She can try to find thethird river word, or she can try to find the othertree word. Or she can stop at three and let Blue
Team have a turn.

But if no one notices that a clue is invalid, it
counts as valid.

KEEPING A STRAIGHT FACE

You are allowed only one extra guess. In theexample above, the red operative would beallowed 4 guesses because her spymaster said
the number 3. When the field operatives saythey are done guessing (or when they guess
wrong) it is the other team's turn.

The spymaster is expected to keep a straight
face. Do not reach for any card while yourteammates are considering the words. Whena teammate touches a word, consult the key
card and cover the word with the card of
the corresponding color. When a teammatechooses a word of the correct color, you
should act as though it was exactly the word
you meant, even if it wasn't.

GAME FLOW
Spymasters take turns giving clues. Aftera spymaster gives a clue, his or her team starts
guessing. Their turn ends when they guess
wrong, when they decide to stop, or when they
have made the maximum number of guesses
for that clue. Then it is the other team's turn.

If you are a field operative, you should focus
on the table when you are making yourguesses. Do not make eye contact with thespymaster while you are guessing. This will
help you avoid nonverbal cues.

ENDING THE GAMEWhen your information is strictly limited towhat can be conveyed with one word and one
number, you are playing in the spirit of the game.

The game ends when one team has all theirwords covered. That team wins.
It is possible to win on the other team's turn ifthey guess your last word.

WHAT'S THE TIMER FOR?

The game can end early if a field operative
makes contact with the assassin. That
operative's team loses.

Sorry. We almost forgot. You see, we don't
use the sand timer very often.

Setup for the Next Game

If a player is thinking too long, any player canflip the sand timer and ask the slow player tomake a decision before time runs out.

Do other people want a chance to be
spymasters? Setup for the second gameis easy. Remove the cards covering thecodenames and put them back in their stacks.
Now just flip over the 25 codenames, andyou're ready to go!

If you are having trouble, you can even use
the sand timer on yourself. If you can't finda good clue before time runs out, just givea clue for your hardest word and keep thinking
while the other team plays.
If you prefer to play with strict time
limits, you can download our timer app atcodenamesgame.com.
5		

VALID CLUESWe playtested various rules. Some groups like the rules one way. Some like the rules another way.
You should experiment to find out what your group likes.

FIRM RULES

HOMONYMS & SPELLING

Some clues are invalid because they violate thespirit of the game.

English has many homonyms and homophones. E. g. night sounds like knight, butthese two words don't mean the same thing.

Your clue must be about the meaning of thewords. You can't use your clue to talk about
the letters in a word or its position on the table.
Gland is not a valid clue for ENGLAND. You
can't tie BUG, BED, and BOW together witha clue like b: 3 nor with a clue like three: 3.
However …

Same-sounding words with different
meanings and different spellings are
considered different words. So you can't giveknight-related clues for NIGHT.
Words that are spelled the same areconsidered the same even though they might
have different pronunciations and meanings.
For example, actors take a bow and the bow ispart of a ship, so you could use bow as a clue
for THEATER and SHIP. You could also use it asa clue for archery-related things, even thoughthat bow is pronounced differently.

Letters and numbers are valid clues, as longas they refer to meanings. You can use X: 1 asa clue for RAY. You can use eight: 3 as a clue
for BALL, FIGURE, and OCTOPUS.
The number you say after your clue can't beused as a clue. Citrus: 8 is not a valid clue for
LEMON and OCTOPUS.

You are allowed to spell out your clue. For
example, if you want your teammates to guess
THEATER and STRING, you can spell out b-o-w
without committing to a pronunciation. You cangive the clue k-n-i-g-h-t even when NIGHT is
one of the codenames on the table. (But you
can't use t-h-e-a-t-r-e when THEATER is on
the table. Theatre and theater are different
forms of the same word.)

You must play in English. A foreign word isallowed only if the players in your group would
use it in an English sentence. For example,
you can't use Apfel as a clue for APPLE andBERLIN, but you can use strudel.
You can't say any form of a visible wordon the table. Until BREAK is covered up by
a card, you can't say break, broken, breakage,or breakdown.

You should spell out your clue if someone
asks. If you aren't that strong on spelling, ask
the opposing spymaster for help.

You can't say part of a compound word on thetable. Until HORSESHOE is covered up, you
can't say horse, shoe, unhorsed, or snowshoe.

Tip: Spelling is not just for homonyms. It's also
useful when the room is noisy or when theplayers have very different accents.

DON'T BE TOO STRICTEngland and island were originally compound words, but in this century, island is a valid clue for
ENGLAND. Even land is a valid clue for ENGLAND. And anybody who says you can't say sparrow when
ROW is on the table is just trying to cause trouble.
If the opposing spymaster allows it, the clue is valid. If you aren't sure, ask your opponent. (Quietly,
so the others can't hear.)
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FLEXIBLE RULES
Acronyms and Abbreviations

Sometimes you have to make judgment calls
about what is valid and what is not. Different
groups may prefer to play the game differently.

Technically, CIA is not one word. But it isa great clue. You can decide to allow common
abbreviations like UK, lol, and PhD. And words
like laser, radar, and sonar are always allowed,
even though they originated as acronyms.

Compound Words
English has three ways to write a compound
word. Greenhouse is one word. Pack rat is twowords. Mother-in-law is hyphenated. Technically,
only greenhouse can be a one-word clue.

Homonyms
Some people prefer to allow a more liberal useof homonyms. You can allow knight to be a clue
for night-related things if that makes the game
more fun for you.

You can decide to allow any compound words.
However, in no case should a player be allowed
to invent compound words. Lunar squid is nota valid clue for MOON and OCTOPUS.

RhymesProper Names

Rhymes are always valid when they refer tomeanings. Snail is a valid clue for MAIL because
this rhyme is a common phrase. Snail is also
a valid clue for WHALE because they are bothanimals. Snail is not a valid clue for SCALE
because their main association is through thesound of the words. (If someone in your group
has a job weighing snails, however, this clue isperfectly fine.)

Proper names are always valid clues if they
follow the other rules. George is a valid clue, but
you might want to specify whether you mean
George Washington or George W. Bush. Your
group can agree to count proper names as one
word. This would also allow titles such as The
Three Musketeers. Even if you don't allow multiword proper names, you might want to make an
exception for place names like New York.
Spymasters should not be allowed to make upnames, not even names that turn out to be real.
Lily X. Rockne is not a valid clue for ROSE, RAY,
and MARBLE.

Some people like to allow any kind of rhymingclue. If you decide to allow this, just rememberthat you aren't allowed to indicate you are giving
a rhyming clue. Your operatives will have tofigure that out for themselves.

EXPERT CLUE: ZEROEXPERT CLUE: UNLIMITEDYou are allowed to use 0 as the number partof your clue. For example, feathers: 0 means,"None of our words relate to feathers."

Sometimes you may have multiple unguessedwords related to clues from the previous
rounds. If you want your team to guess morethan one of them, you may say unlimited
instead of a number. For example feathers:
unlimited.

If 0 is the number, the usual limit on guesses
does not apply. Field operatives can guessas many words as they want. They still must
guess at least one word.

The disadvantage is that the field operatives
do not know how many words are related to
the new clue. The advantage is that they may
guess as many words as they want.

If you're not sure why this is useful, don't
worry. You'll figure it out.

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WITH FEWER PLAYERS
Two-Player Game
If there are only two of you, you can play on thesame team. This two-player variant also works
for larger groups of people who don't feel likecompeting against each other. You will try to geta high score against a simulated opponent.
Set up the game as usual. One player will be thespymaster and the rest will be field operatives.
The other team has no players, but you still needtheir stack of agent cards.
Your team should go first, so be sure to pick a key
card that makes you the starting team.
Play your turns as usual. Try to avoid enemy agentsand the assassin.
The spymaster simulates the enemy team bycovering up 1 of their words each time they geta turn. The spymaster gets to choose which word iscovered, so there is a bit of strategy here.
If your team contacts the assassin, or if all the enemy
agents are contacted, you lose. There is no score.
If your team wins, give yourselves a score basedon how many agent cards are still left in theenemy's stack.
Note: Your score will be determined by how manyturns you needed and also by how many enemy
agents you contacted accidentally.

8 That is … difficult to believe.
7 Mission impossible.
6 Wow!
5 MI6 will be giving you a call.
4 Top secret clearance.
3 Your watches are synchronized.
2 Okay. But you can do better.
1

Well, a win is a win, right?

Three-Player GameThree players who want to be on the same teamcan play as described above. If two players want tocompete against each other, they can be spymasters
and the third player can be their operative.
Setup and game play are as usual, except that thesingle field operative is working for both sides.
(Just like spies in real life!) The winning spymasteris determined in the usual way. The field operativetries to do a good job for both sides.

For online play and other game info,
please visit: www.codenamesgame.com

TRY CODENAMES DUET
Codenames Duet is a cooperative version of Codenames specifically designed forsmall numbers of players. Double-sided key cards allow all players to be spymasters
simultaneously! (Also, you get 400 new words.)

A Game by Vlaada Chvátil
Illustration: Tomáš Kučerovský
Graphic Design: Filip Murmak
Translation: Jason Holt
Special thanks to: our spouses and children, Brno Board Game Club, Paul andhis friends, Jason and his family, Laadinek and his game club, Dita and STOH gamingclub, and all those good people at Czechgaming, Gathering of Friends, MisCon,
Herní víkend, Severské hraní, Stahleck, UK Games Expo, and other gaming events.
The clever clues you found during playtesting were truly inspiring.

© Czech Games Edition
July 2015
www.CzechGames.com