Codenames
Two rival spymasters know the secret identities of 25 agents. Their teammates know the agents only by their CODENAMES.
Objective
Contact all your team's agents before the opposing team contacts theirs, and avoid the Assassin.
How to Play
Spymaster Clue
Spymaster gives a one-word clue and a number.
Team Guessing
Teammates guess words related to the clue.
End of Turn
Turn ends on a wrong guess or when the team stops.
Winning Conditions
- Win Find all agents
- Loss Pick Assassin
Scoring
The first team to contact all their agents wins. If a team picks the Assassin, they lose immediately.
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