The two rival spymasters know the secret identities of 25 agents. Their teammates know the agents only by their CODENAMES.
The teams compete to see who can make contact with all of their agents first. Spymasters give one-word clues that can point to multiple words on the board. Their teammates try to guess words of the right color while avoiding those that belong to the opposing team. And everyone wants to avoid the assassin.
Codenames: win or lose, it’s fun to figure out the clues.
In Codenames, two teams face a square grid of 25 word cards. Each team has a captain, and both captains can see (via a hidden picture) which cards belong to their team, which cards are neutral, and which single card is the "assassin".
On a turn, the captain gives their teammates a clue such as "Car 4". Those teammates then select cards (up to the number given) which they think the captain might have in mind for the clue (perhaps "Wheel", "Electric", "Vacation" and "Price"). Choosing a word not belonging to your team ends the turn, and choosing the "assassin" word makes you lose immediately. Assuming neither team falls to the assassin, the winner is the first team to uncover all of their own words.
- 16 agent cards in two colors
- 1 double agent card
- 7 innocent bystander cards
- 1 assassin card
- 40 key cards
- 1 rulebook
- 1 card stand
- 1 timer
- and 200 cards with 400 codenames