Code Names rules
party | 2-8 players | 15-30min
Setup
- Arrange a 5x5 grid of cards on the table
- Appoint one Spymaster per team.
- Give the scenario card to the spymasters.
Play
- The Spymaster from a team gives a one-word clue and a number that tells them how many cards on the grid relate to the clue.
- The team selects one or more cards based on the clue:
- If the guess matches a friendly agent, it is covered with the team’s card.
- If the guess matches a neutral bystander, the turn ends immediately.
- If the guess matches the assassin, the team loses instantly.
Game end
The game ends when one team identifies all their agent or when someone selects the assassin (loss for their team).
Gotchas
You can only give one word
you can pick one more card than the number given by the spymaster
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