Code Names rules

party | 2-8 players | 15-30min

Setup

  1. Arrange a 5x5 grid of cards on the table
  2. Appoint one Spymaster per team.
  3. Give the scenario card to the spymasters.

Play

  1. 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.
  2. 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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