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How to Play Codenames

A team word-association game: two teams, a board of 25 words and spymasters who see the secret key. A one-word clue — and the operatives reveal their agents. Read it and jump straight into a room.

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In short

Goal
Reveal all of your agents
Players
4–8
Game
15–30 min
Difficulty
Easy
Genre
Party

Goal of the game

"Codenames" is a team word-association game. On the table lies a board of 25 words, and behind each word hides an agent: some of them belong to the blue team, some to the red, the rest are neutral. Each team's task is to be the first to reveal all of its agents, guessing the right words from their spymaster's clues. But among the cards hides an assassin: revealing it means an instant loss for the whole team.

Setup

At random, 25 words are laid out in a 5×5 grid. The players split into two teams — blue and red. Each team chooses a spymaster (the host), the rest become operatives. The team that goes first gets 9 agents, the second — 8; another 7 words are neutral bystanders and 1 is the assassin. The spymasters see the secret key — who has which colour; the operatives see only the words.

How the game goes

Teams and spymasters

Two teams — blue and red — compete in turns. Each team's spymaster sees the secret key and knows which words hide their own agents, the enemy agents, the bystanders and the assassin. The operatives do not see the key.

The clue

On their turn the spymaster gives a single association word and a number — how many cards on the board relate to that clue. For example, "light 2" means that two of the team's words relate to light. The word itself must not appear on the board.

Guessing

The operatives discuss the clue and reveal cards one by one. For each clue they get the number plus one bonus guess. If they reveal their own agent they may continue; a bystander or an enemy agent ends the turn at once.

The assassin word

One card is the assassin. If a team reveals exactly that card, the game ends immediately: that team loses, and victory automatically goes to the opponents. That is why risky guesses should be treated with caution.

Passing the turn

The turn passes to the opponent when the operatives reveal a wrong card, use up all their guesses or deliberately take a pass. Then the other team's spymaster gives a clue.

Winning and losing

A team wins as soon as it reveals all of its agents — blue or red. The game ends instantly in a loss if a team reveals the assassin card: victory in that case is awarded to the opponents. Revealing a neutral bystander or an enemy agent does not lose the game, but it hands over the turn and sometimes brings the opponent closer to victory.

Controls on muta.pro

🎙️
New clue
The "New clue" button sets the spymaster's association — it appears on the bar at the top: the word and the number of cards.
🗝️
Show the key
The "Show the key" button turns on spymaster mode: the cards are highlighted in their owners' colours. Press again to hide it.
🖱️
Reveal a card
Click a word in the 5×5 grid — it flips over and shows whose agent it is: your own 🕵️, a bystander 🚶 or the assassin 💀.
⏭️
Pass and new game
The "Pass" button ends the turn and hands it to the opponent. "New game" deals a fresh board of 25 words.

Tips for beginners

Think like a spymaster

A good clue links several of your own words at once but does not point towards the assassin or the enemy agents.

Start with the sure one

Reveal the word you are most confident about first — that way you keep the right to continue your turn.

Don't be greedy

The bonus guess is tempting, but one extra click can reveal a bystander or an opponent's agent.

Talk it out loud

The operatives play as a team: use the chat and reason out loud before you click.

How the spymaster should give clues

The spymaster is the team's engine: the strength of the clue decides the game more than the operatives' cleverness. A good association links two or three of your own words at once while keeping well away from the assassin and the enemy agents. The number in the clue is a promise: say "3" and you vouch for three cards.

Look for a shared trait, not a synonym

Strong clues rest on a category, shape, function or a set phrase. "Metal 2" for "iron" and "gold" is more reliable than a narrow synonym for a single word.

Weigh the assassin risk first

Before you name a number, mentally check: does the association fit the assassin more strongly than your words? If so — change the clue, even at the cost of a smaller number.

Zero and infinity are allowed

"Fire 0" asks the team to stay away from anything fiery. "Word ∞" lifts the guess limit — useful for picking up your own agents named in earlier turns.

IRON
BEACH
GOLD
RIVER
KNIFE
ELEPHANT
MOON
ZEBRA
WINDOW

The clue "metal 2" links the yellow words, but "knife" is right there — check whether it pulls harder.

Operative tactics: how to read the spymaster

Operatives win not by intuition but by discipline. A clue is not only a word but also a number, and very often the order in which you reveal matters more than the association itself. Open from the most obvious to the most doubtful and always leave yourself the right to stop.

Account for past numbers

If last turn the spymaster said "3" and you revealed only two, the third word is still "hanging". A new clue may be pointing exactly at it.

The bonus guess is not a duty

The right to +1 beyond the number exists to pick up older agents. Spend it only if you are truly sure, otherwise you hand the turn to the opponent.

Listen to the spymaster's pause

A long silence before the number often means the link is a stretch. That is a signal to open more carefully and not risk a doubtful word.

1
2
3?
STOP

Open in rising order of confidence: two obvious words, then the doubtful one — and press "Pass" in time.

Variants and difficulty levels

The basic game is two teams with a spymaster each. But "Codenames" scales flexibly: it is played by four, by a big crowd, and even without an opponent. Change the format to suit the number of players and the mood of the table.

Duet (2 players)

A cooperative mode: both players take turns as spymaster, the goal is to reveal all agents in the fewest turns without hitting the assassin. Excellent association training.

Swap roles every round

So that nobody sits as spymaster too long, change the host after each game. That way everyone trains both sides — giving clues and reading them.

Hardcore without a number

The spymaster names only the word, without a figure. The team itself decides how many cards to reveal. This sharply raises the risk and the thrill.

A timer per turn

Limit the spymaster and the operatives to a minute each — the games become more dynamic, and strained links simply don't have time to be born.

A themed board

Gather words on one theme (cinema, cooking, sport). Associations draw closer, the assassin becomes trickier — the level rises at once.

Common mistakes

Most losses in "Codenames" are not bad luck but typical slips. Go through them once, and the team's results will rise noticeably.

  1. A greedy number. The spymaster promises "4", linking the fourth word by a stretch — the team reveals three correct ones and hits a bystander or an enemy on the fourth.
  2. Ignoring the assassin. The association sounds fine but fits the assassin more strongly than your own. One click — and the game is lost instantly.
  3. Silent operatives. Someone clicks without reasoning out loud. The team loses the chance to catch the mistake before the card is flipped.
  4. Forgotten agents. The team fails to pick up words from earlier clues with the bonus guess and gives the opponent a lead in tempo.
  5. Arguing to the bitter end. The operatives keep proving a doubtful word instead of taking a pass and waiting for a cleaner clue.
💀
LIGHT
LAMP

A dangerous link: the clue "light 2" points equally at the lamp and at the assassin — that is how a game is lost in one click.

Frequently asked questions

How many words can a clue contain?
Only one association word plus a number — how many cards relate to it. Describing several words with one phrase is not allowed.
What happens if you reveal the assassin?
The game ends immediately and the team that revealed the assassin loses. The opponents automatically take the win.
When does a team's turn end?
After a wrong card (a bystander or an enemy agent), when all guesses are used up or if the team takes a pass.
How many times can you guess in a single turn?
As many as the number in the clue, plus one bonus guess — but only while you keep revealing your own agents.
Can you use words with the same root as a clue?
No. If the board has the word "light", you cannot clue "lighter", "lighthouse" or "lightning" — any words sharing a root or sound are forbidden. A clue must connect by meaning, not by spelling.
Are proper names allowed as a clue?
Yes, names of people, cities and brands are allowed if it is one word and it is not on the board. Many groups agree on this in advance to avoid disputes.
What to do if the spymaster accidentally says a word from the board?
Usually the team's turn ends immediately as a penalty, and sometimes the opponent gets to cover one of their own agents. On muta.pro it is simpler to just give a new valid clue by agreement of the table.
Are gestures or hints through intonation allowed?
No, the spymaster must say only the word and the number in an even tone. Winks, gestures and stressing the right card are considered a breach of the spirit of the game.
Why would a spymaster give zero as the number?
The number zero warns the team to stay away from a certain topic — for example when the assassin or a strong enemy agent is nearby. In that case the team may make an unlimited number of guesses on their earlier clues.
How many words in total must you reveal to win?
The team that goes first must reveal nine of its agents, the second — eight. Whoever reveals their whole set first wins, provided no one has hit the assassin before that.
Ready for the operation?
Create a room, invite friends by code and gather your teams.

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