Welcome to Level 3. You can build clues of every kind, play the race, and count the endgame. The expert rules in the Codenames rulebook add two more tools. Most tables never use them, or use them once and forget. This lesson shows what they are for.
Both are covered in the current rulebook from Czech Games Edition. Agree before the game that the expert rules are on.
The unlimited clue
Instead of a number, the spymaster says “unlimited.” The team may keep guessing as long as it guesses right. There is no plus one limit, because there is no number to add one to.
The trade is plain. Your team gets as many guesses as it can use, but it does not know how many words this clue meant. The rulebook’s advice to operatives: work it out from how many words you have left. If your team has three words left, and the spymaster says “unlimited,” the clue probably means one new word and two leftovers from earlier clues. A clue for two or three would already have allowed enough guesses for all three words, so choosing unlimited says the rest are old.
When to give it:
- Your team has two or more leftovers. The plus one rule only collects one leftover per turn. Unlimited lets your team collect them all, plus the new words.
- Late in the game, to finish. If one clue reaches your last new word and your team remembers the leftovers, unlimited can end the game in one turn.
When not to:
- Early, when nobody has leftovers. It gives your team no count to stop at, so it invites guessing past what you meant.
- When your team has lost track of old clues. An unlimited clue only helps if your team remembers what it missed. You cannot remind them. They can only ask you to repeat an old clue.
The zero clue
A clue for zero, like “wings: 0,” means “do not guess the word or words linked to wings.” Under the expert rules it also allows unlimited guesses, with no plus one limit.
So a zero clue does two jobs at once:
- It fences off a word. Usually the assassin or the other team’s word, sitting right where your team is about to reach.
- It opens up the turn. Your team may now guess as many words as it can find, from any earlier clue.
The rulebook gives operatives the reading: first, avoid the word. Then ask why your spymaster needed to warn you. Often it is because the word blocks a clue they wanted to give, and the words around it are yours.
When to give it:
- The assassin sits in the middle of your words, and your team keeps drifting toward it. A zero clue on the assassin’s meaning makes the whole area safer.
- Your team has leftovers, and the danger is near them. A zero clue protects the leftovers and lets your team collect all of them.
How operatives should read expert clues
Expert clues shift work to the operatives. A good team habit:
- Say the leftovers out loud before any guess. Ask the spymaster to repeat old clues if anyone is unsure.
- Answer the clue first. For unlimited, find the new word. For zero, name the word to avoid.
- Then collect, surest leftover first, and stop at the first doubt.
An unlimited turn is still a turn that ends on a wrong guess. Treat each guess as its own decision, the way the race math lesson describes.
Signaling, and why to avoid it
Some tables start using numbers as secret codes: a zero clue that always means “go after old clues,” say. That is past the spirit of the game. The rulebook asks spymasters to give no extra information with a clue. Expert clues work through meaning like every other clue, and your team reads them by thinking, not by code.
The timer
Codenames rewards patience, but some tables want pace. The rulebook points to a free phone app, Codenames Companion, with timers and randomized keys. It is a separate app from the main Codenames app.
A timer changes the game more than any other house rule:
- Spymasters give more twos and fewer clever threes.
- Operatives argue less and lean on their surest word.
- Fewer clues are double-checked against the assassin, so the safety check has to become a habit.
That last point is why a timer is a good expert challenge. It tests whether the habits from Level 1 hold up under pressure.
Practice with the app
The Codenames app from Czech Games Edition has daily solo challenges, which its designer singles out in the rulebook as the feature he is proudest of. A fresh puzzle every day is a steady way to practice clue giving between game nights.
Harder challenges for your table
Once the expert clues feel natural, try a few challenges as a group. They are not official rules; agree on them before the game.
- No clues for one. Every clue must reach at least two words, until your team has a single word left.
- A three in the first two turns. For both teams.
- Silent operatives. Each operative writes a guess down before the team talks, then compare.
Each one stretches a different skill: building bigger clues, planning the opening, and reading a clue without a group to lean on.
Next lesson
Codenames: Duet Strategy for a Tight Clock
Next, Codenames: Duet at its hardest: how the shared key works, how to spend your timer tokens, and how to survive sudden death.
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