How to Play Codenames: Instructions and Board Game Rules Explained

How to Play Codenames (2026 Guide)

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How to play Codenames (2026) — two teams, one grid of words, clue-givers trying to point their side to the right agents without hitting the assassin. This is the classic party word game. Duet is the cooperative two-player version, sold as a separate box.

Related: game night hub · Monikers · Wavelength.

Codenames boxes and nearby team games

Wavelength is a different team mind-read game — not a Codenames reprint.

What comes in the box

The core box has a stack of double-sided word cards, a deck of key cards with a stand, red and blue agent cards, beige bystander cards, one black assassin card, and a sand timer. Most groups ignore the timer until someone takes three minutes on a clue.

Setup

  1. Split into two teams, red and blue. You need at least four players; four to eight is the sweet spot.
  2. Each team picks a spymaster. Both spymasters sit on the same side of the table.
  3. Lay out 25 random word cards in a 5×5 grid.
  4. A spymaster draws a key card and slides it into the stand so only the spymasters can see it. The colored lights around the edge show which team goes first.
  5. The starting team has 9 agents to find. The other team has 8. There are 7 bystanders and 1 assassin.

How a turn works

The spymaster says one word and one number, like “Ocean: 2.” The word links to their agents, and the number says how many cards it covers. Teammates (the field operatives) talk it over and touch one card at a time. The spymaster covers each touched card with the matching color.

  • Your agent: it is yours, and you may keep guessing.
  • Bystander: your turn ends.
  • Other team’s agent: it counts for them, and your turn ends.
  • Assassin: your team loses on the spot.

Your team can make up to one more guess than the number in the clue, which lets you catch up on an old clue. You must make at least one guess, and you can stop any time after that.

How to win

The first team to cover all of its agents wins. A team also wins right away if the other team touches the assassin. Even if your team is behind, play it safe near the assassin.

Clue rules worth agreeing on

  • The clue has to be about meaning. No hints about spelling, letter count, or where a card sits in the grid.
  • You can’t say a word that is face-up on the grid, or part of one, until that card is covered.
  • Spymasters keep a straight face. No pointing, sighing, or nodding while teammates guess.
  • Decide up front whether proper nouns, compound words, and homophones are allowed. Most groups say yes to proper nouns.
  • Clue numbers of 0 or “unlimited” are legal and handy for advanced play.

Better clues

  • Prefer specific bridges over vague categories that also point at the assassin.
  • Number honesty matters. Don’t pad a 2-clue into a 4 because you feel lucky.
  • An early safe 2 beats a risky 4. Tempo wins more games than one big clue.
  • Operatives: say your reasoning out loud before you touch anything. It catches bad guesses.

Common mistakes

Spymasters staring at teammates for approval. Guessers touching a fifth card after a 2-clue without a good reason. Assassin panic leading to random taps. Slow down, touch one card at a time, and celebrate good clue craft more than lucky saves.

FAQ

Codenames vs Duet?

Codenames is competitive teams for four or more. Codenames: Duet is a cooperative version for two players working together against the clock. It is a good pick for couples or a quiet pair at a party.

How long does a game take?

About 15 minutes once everyone knows the rules. Most groups play best-of-three and swap spymasters each game.

Is Wavelength the same game?

No. Wavelength uses a dial and spectrum clues. Different toy, similar team joy. Full rules in our Wavelength guide.

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