Codenames Lobby
Play Codenames online with friends
Create a private room for friends or jump into a public table.
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We will remember this nickname for your next visit.
Words: classic word cards. Images: surreal picture cards instead of words.
How public rooms work
Public rooms are visible in the list while at least one player is online.
Public rooms
No public rooms online yet.
Rules
Goal of the game
- The board has 25 word cards: your team's agents, the opponents' agents, neutral bystanders and one assassin.
- The first team to reveal all of its agents wins.
- Before the start, players join teams and pick a captain for each.
- Every turn runs on a timer and has two phases: the captain's clue, then guessing.
- If the assassin is revealed, the game ends immediately and the other team wins.
Roles
- Captain (spymaster): sees the colours of all cards and gives clues to their team.
- Guessers: see only the words, discuss the clue and pick cards together.
The clue
- A clue is one word and a number, like "Forest 2": the number says how many cards on the board relate to it.
- The clue must be about the meaning of the words, not their spelling, sound or position on the board.
- Don't use words from the board, words sharing a root with them, or sound-alikes with no link in meaning.
- The number doesn't limit the team: keep guessing while the timer runs and you keep being right.
- Only the captain of the active team gives a clue, and only one per turn.
- If a clue breaks the rules, it's fair to end the team's turn right away - agree on this beforehand.
Guessing
- Guessers discuss and pick a card together; once the team agrees, the card is revealed after a short countdown.
- Revealed your own agent - keep guessing while the timer runs.
- Revealed an opponent's agent - the turn passes to the other team at once.
- Revealed a neutral bystander - the turn ends with no harm done.
- Revealed the assassin - the game ends immediately and your team loses.
- Timer ran out - the turn passes to the opponents.