01
Form your teams
Sit 2 to 7 teams. Each team needs one Spymaster and at least one Operative.

Word game
Word game
Give clues. Find your agents. Avoid the assassin.
Teams race to uncover their words from a one-word clue. One player sees the key. Everyone else guesses.
Codenames is a team word game where each team has a Spymaster who gives a one-word clue and a number, while Operatives try to find their team’s agents.
Six steps. A number N allows N + 1 guesses. A clue of 0 or unlimited removes that cap.
01
Sit 2 to 7 teams. Each team needs one Spymaster and at least one Operative.
02
One word, plus a number from 0 to 9, or unlimited.
03
A tap marks a card. Confirming it is the guess. Any Operative can end the turn.
04
A correct agent lets the team keep guessing.
05
An opponent, a bystander, or a dead card ends the turn. The assassin knocks the team out.
06
The first team to uncover every agent wins, unless the table is playing on for places.
One Spymaster per team. At least one Operative. Everyone else can watch.
The starting team is chosen at random and receives one extra agent. Two teams play the classic 5×5 grid.
The words your team must find.
Another team’s words. Revealing one ends your turn.
They belong to nobody. A bystander ends your turn.
One reveal eliminates your team.
The host picks one mode before the match starts.
Standard Codenames with the room’s normal clock. The usual way to play.
Every turn shares one short clock: 15, 20, 30, 45, or 60 seconds.
Normal play until two teams remain, then every turn uses a short clock. Needs at least 3 teams.
The same rules, with a bigger elimination moment. Knocked-out cards always go dark.
A chance each turn of a double clue, an extra guess, reversed turn order, or a wrong guess whose owner stays secret.
After every team still in has taken a turn, unrevealed cards get new words. The key stays put.
What the game actually checks.
There is no shared win.
The first team to find every agent wins.
If every other team is eliminated or forfeits, the team still in wins.
With 3 or more teams, Play on for places can keep the match going for 2nd and 3rd. The assassin still eliminates the team that hits it.
These are set in the room before the match. The board teaches the rest.
No timer, one shared clock, or separate time for the clue and the guesses.
The host picks the lists on the board. Registered players can add their own packs.
Players pick seats, or the host balances, deals, or runs a draft.
With 3 or more teams, the match can continue after first place.
Spectators can pick a winner during the opening turn. The host can pause for that.
Empty seats can be filled by bots. AI is optional and still checked by the built-in bot.
Start a public game and jump in.