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The Ludarium · Teach sheet

Teach Codenames in ten minutes

4 to 8 or more players · About 15 minutes · Ages 10 and up

The goal: Be the first team to find all of your agents, and never touch the assassin.

Codenames setup: a 5 by 5 grid of 25 word cards in the middle of the table. Both spymasters sit on one side with the key card in its stand between them. The red spymaster has 8 agent tiles plus the double agent, the blue spymaster has 8 agent tiles, and the 7 bystanders and the assassin sit in the middle. The red and blue operatives sit across the table.

On your turn

  1. Spymaster gives 1 word and 1 number, like ocean: 2. Nothing else.
  2. Operatives talk it over, then touch 1 word card.
  3. Spymaster covers it with the tile the key card shows.
  4. Your color: guess again, up to the number plus one.
  5. A bystander or the other team's word ends your turn.
  6. The assassin: your team loses right away.
  7. Stop after any right guess, but always make at least 1.

Three tips for your first game

  1. Spymasters: give clues for 2 most of the time. Safe beats clever.
  2. Before you say a clue, check it against the assassin.
  3. Operatives: guess your surest word first, and stop when you are unsure.

Setup

  1. Split into red and blue teams of about equal size, at least 2 players each.
  2. Each team picks 1 spymaster. Everyone else is an operative.
  3. Both spymasters sit on one side, across the table from their operatives.
  4. Lay out 25 random word cards in a 5 by 5 grid.
  5. Spymasters slide a random key card into the stand. Only they look at it.
  6. Each spymaster takes 8 agent tiles. Bystanders and the assassin go between them.
  7. Triangles on the key's edge show who starts. That team adds the double agent.

Scoring

  • No points to count. Covered words are the score.
  • The starting team finds 9 words; the other team finds 8.
  • Touch the other team's word and it counts for them.
  • Clues are about meaning, not letters or where cards sit.
  • No clue can be any form of a word still showing, or part of a compound one.
  • Invalid clue: your turn ends, and the other spymaster may cover one of their words.

Game end: A team wins when all of its words are covered, even if the other team uncovered the last one. Touch the assassin and the other team wins at once.

Free course: theludarium.com/academy/codenames/

Unofficial. Not affiliated with Czech Games Edition. Codenames is a trademark of Czech Games Edition. Rules as of the Codenames rulebook, 2025 edition (Czech Games Edition).

Want the rest of the course?

Learn Codenames, teach it in five minutes, then give clues your team gets, guess with nerve, win the endgame, and find more people to play with.

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