Codenames Strategies

How to Play:

Christine H. Zhang
3 min readOct 1, 2018

The board is set up with 25 random words. Players split into two teams and each team nominates a spymaster, or clue giver. The spymaster is tasked with giving creative one-word clues to have their teammates identify all 8–9 target words. The clues should be open-ended to knock out 2–3 words per round but simultaneously descriptive to avoid decoys, such as the other team’s target words and the assassin. The winning team is the first to guess all words correctly. If the assassin is selected during play, the other team wins automatically.

A clue is given in the form (CLUE, #) such that the clue (Pop, 2) signals two words that are related to “pop” (i.e., “soda” and “balloon”).

The 5x5 codenames board

Clarifying Tips:

  • The spymaster should try to maintain a poker face and avoid excess clues such as “this is vague but…”
  • Teammates can guess a word by touching the card — this is binding, no take backs!
  • Teammates can clarify the spelling of the clue (ex. “blew” versus “blue”)

Tips for Spymasters:

Scan the Whole Board

Spymasters can easily develop tunnel vision by just focusing on coming up with clues for their colored words. However, it is crucial the scan to the whole board in case the clue might accidentally trigger decoy cards. Mostly importantly, there should be no association with the assassin word.

Making a Roadmap for the Game

It is not necessary to plan too far ahead. As the game progresses and cards are removed, you may be able to devise better clues that were not possible before. However, planning becomes important near the end. Many times, you can get stuck with words like “parachute” and “ketchup”, where it is nearly impossible to find a good common clue. I recommend thinking of combinations of all words when there are ~4 remaining.

When to Go Big

You should be able to knock out 2–3 words per round. However, it’s always exciting to go for 4–6+ words a round! The best time is at the very beginning of the game when there are a lot of words available. Although sometimes the second or third round may be more opportune after the other team goes and some cards are removed.

Zero Clues

The zero clue is a powerful tool to help you score big rounds by eliminating a word. Imagine the words are “bride,” “flowers,” “altar,” “love,” “cake,” “proposal,” and “ring.” However, “cake” is a decoy. You can give the clue (Baking, 0) to signal to your team to avoid “cake.” The next round, you could say (Wedding, 6)! Zero clues are also useful for nullifying the assassin, especially if it is similar to one of your target words. However, since a game of Codenames can be won in ~3–6 turns, wasting a round is a high price to pay.

Tips for Teammates:

Would another word have worked better?

The best and only strategy needed when guessing words is thinking of hypothetical clues. If the spymaster guesses “animal” and you are considering guessing “manatee” and “dolphin,” you might want to think twice. While they are both animals, clues such as “aquatic” or “narwhal” are much more specific. If there is an obvious better choice for the clue, this should be a red flag and can help when you are wavering between multiple guesses.

Have fun playing! :)

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