Level 2 · HandlerLesson 9 of 13

Codenames Tempo and Odds: Playing the Race on Purpose

Codenames race math: why the second team wins a clean race of twos, what each wrong guess really costs, when a last guess is free, and when the odds say push.

Most Codenames advice is about single clues. This lesson steps back to the whole game. Two teams race to cover their words, taking turns, and the team that finishes first wins. That makes turns the real currency. Every number in this lesson comes from the grid itself: 9 words for the starting team, 8 for the other, 7 bystanders, and 1 assassin, as set out in the how to play lesson.

The clean race of twos

Picture both teams giving a clue for two every turn and finding both words every time. No misses, no gifts.

  • The starting team has 9 words. At two a turn, it needs 5 turns: four twos and a one.
  • The other team has 8 words. It needs 4 turns.

Turns go in order: starting team, other team, starting team, and so on. The other team takes its fourth turn before the starting team takes its fifth. In a clean race of twos, the second team wins.

The double agent is the price of going first, and in a clean race it costs exactly one turn. To win, the starting team has to find one extra word somewhere in its first four turns: one clue for three that lands, or one plus one guess that picks up a word. Then 3, 2, 2, 2 finishes in 4 turns, and going first wins the tie.

So the two teams have different jobs:

  • Starting team: you must find one bonus word. Look for a safe three early, when the grid still offers the most choices. The clues for three lesson shows how.
  • Second team: you are ahead if you match pace. You can afford to play every clue for two and take no extra risks until the starting team gets ahead of you.

Real games are messier than this, but the pace check works all game: how many turns does each team need from here?

How many turns does a team need?

Divide the words a team has left by two and round up. Five words left at two a turn is 3 turns. Four words left is 2 turns.

That rounding has a useful side effect. A team with an even number left gains nothing from finding one extra word this turn, unless it finds two. A team with an odd number left saves a whole turn with one extra word.

It works against you too. Handing the other team a word hurts most when their count is odd. If they have 7 left, a gift takes them to 6 and saves them a turn. If they have 8 left, a gift takes them to 7, which at two a turn is still 4 turns. Check their count before any risky guess.

What a wrong guess costs

Every wrong guess ends your turn. Beyond that, the cost depends on what you touched:

You touchIt costs
A bystanderThe rest of your turn
The other team’s wordThe rest of your turn, plus one word for them
The assassinThe game

At the start of the game, a guess at a random card is your word 36% of the time for the starting team (9 of 25), the other team’s word 32% (8 of 25), a bystander 28% (7 of 25), and the assassin 4% (1 of 25). Real guesses are never that random, but the numbers show why the rulebook says random guesses are allowed and probably a bad idea.

The free last guess

Here is the idea most tables miss. When your team is about to stop anyway, a final guess that hits a bystander costs nothing. Your turn was ending either way.

So the real risk of a last guess is only the share of the candidates that could be the other team’s word or the assassin. Ask the team two questions about the word you are thinking of:

  1. Could it be the assassin? If yes, stop. No race math beats losing on the spot.
  2. Could it be theirs? If yes, check their count. A gift that saves them a turn is a big cost. A gift that does not is smaller.

If the honest answer is “it is either ours or a bystander,” take the guess. You may pick up a word for free.

When the odds say push

Pushing means a bigger clue or one more guess. The race tells you when:

  • You are ahead of pace. Play safe. Let the other team take the risks.
  • You are even. Push only for free: last guesses that can only be yours or a bystander.
  • You are a turn behind. You must find a bonus word or a gift from them. A clue for three, or a plus one guess on a leftover, is no longer optional.
  • They will finish next turn. Everything is worth trying except a word that could be the assassin. The endgame lesson covers this in detail.

A spymaster’s pace plan

Before the first clue, a spymaster can turn this into a plan. Count your words and divide by two. If you are the starting team, look for the one safe three that would put you level. If you are second, look for four clean twos and expect to win if you land them.

The plan will change. Clues miss, gifts happen, leftovers pile up. But a spymaster who knows the pace knows when the plan has slipped, and that is when to change gear.

Next lesson

The Codenames Endgame: Counting and the Assassin

Next, the endgame: how to count what is left on the grid, weigh the assassin, and decide when one more guess is worth it.

Unofficial. Not affiliated with Czech Games Edition. Codenames is a trademark of Czech Games Edition.