There are spies in our midst! Clever, tricky, and oh so subversive, they burrow in like parasites and eat away at the very fabric of our society. Your job is to uncover these cowardly, degenerate traitors and eliminate them with extreme prejudice.
But not OUR spies. Those patriots are totally cool.
And watch out for the Assassin. If you tap on the Assassin’s shoulder you’re going to pull back a stump. And then get shot in the eye. Whatever you do, don’t uncover the Assassin!
Codenames is a wickedly clever clue game in which each team is trying to find the opposing spies without uncovering their own. Or the Assassin. You lose if you find the Assassin.
The game starts with a 5 by 5 grid of nouns on the table. These are the codenames of various people in your target area. Players are divided into two teams with (Red and Blue) each with one Spymaster and any number of Field Operatives (I suppose you can have more than one Spymaster but that is a harder role to coordinate). The Spymasters from each team sit together on one side of the grid. The Field Operatives are on the opposite side.
The Spymasters then draw one Key card that they both look at. The Key card tells them which color starts and which codenames in the grid are Blue spies and which are Red spies. It also tells them where the Assassin is. There is always one Assassin and 17 spies (the color that starts has one more spy than the other color). The remaining 7 codenames are for Innocent Bystanders.
On your turn, The Spymaster is allowed to say one word (and only one word) and a number. The one word is a clue that can be used to identify any of the codenames on the grid. The number is how many codenames will match that clue. For example, if the Spymaster says “Sports 2” that means there are 2 words in the grid that are closely related to sports and are the color they want the Field Operatives to find. The Field Operatives must guess at least once. With each guess, the Spymaster reveals of they found a Read spy, a Blue spy, an Innocent Bystander, or the Assassin. Field Operatives can keep guessing until they get one wrong or they reach one more than the number provided by the Spymaster.
Codenames is not a fast game. There is a lot of thinking, especially for the Spymasters who are trying to link as many words as they can with only a single-word clue. Analysis paralysis is a common malady. The game comes with a timer if you feel that you just need that much more tension in your life, but we found that no one minded the slower pace.
We also appreciated the thought that went into the three-person and two-person variations. The two-person version can be adapted for a cooperative game where everyone works together with the Spymaster to get one color as the other color is revealed one at a time.
The age range for Codenames is on the high end (14+) which reflects the kind of vocabulary you need to excel at the game. It’s not so much the size of your vocabulary as your ability to understand the clue words in many contexts.
No matter how large your intelligence agency, Codenames is a Major Fun way to practice your spycraft and wordcraft.
2-8+ players. Ages 14+