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Codenames Rules and General Discussion

Official Codenames Rulebook PDF.  The following writeup is originally by BRickAstley.

Codenames is a team-based party game based on cluegiving with limited communication between a team's spymaster and his fellow agents.

Players will be divided into Red Team and Blue Team. At the start of each round, each team will select a team leader, or spymaster. The two spymasters will be told secret information about a grid of words, which they will need to convey using limited clues to their teammates. The team leaders will take turns giving clues and taking guesses from their teammates. Once all of one team's words have been guessed, that team wins the round. The spymaster changes from round to round. The first team to win two rounds wins!

Setup:

A 5x5 grid of 25 words (codenames) will be generated by the Moderator and given to the players, as seen below.
WINDFAITHHOSPITALJOYTEAR
GUNGLOVETRAFFICSUITDRESS
EARSTOOLBEARDLEGVACUUM
AMERICAHORSETEAMTATTOOEXCUSE
NIGHTCLIFFLACECOUCHMILLIONAIRE


Each word will have a color assigned to it in secret that only the Moderator and the Team leaders will be able to see. I will randomly assign colors to the 25 word as follows: 8-9 Blue, 8-9 Red, 7 Grey, 1 Black (team that goes first has one extra word to guess). I will PM both spymasters the assignment of each word to its color, so that they know which word belong to their teams, but the other team members do not (All the other players know are the 25 words in the grid).

Here is an example of the above grid with colors assigned and Red as the starting team, that would be sent to the team spymasters:
WINDFAITHHOSPITALJOYTEAR
GUNGLOVETRAFFICSUITDRESS
EARSTOOLBEARDLEGVACUUM
AMERICAHORSETEAMTATTOOEXCUSE
NIGHTCLIFFLACECOUCHMILLIONAIRE


Gameplay:

Each team's turn is broken up into two steps: giving a clue, and pointing at words.

Giving a Clue: The spymaster will post a clue to get teammates to guess a word or words of their color. He does so by giving both a one-word clue that is related to one or more of the words in the grid, and a number which tells his teammates how many words are related to that clue. For instance, he might say "Delay 3." That means that there are three words that are related to the word "Delay". He can say ONLY those two things: one word and one number. They must bold this to make it clear that is their official clue. After that, they are done posting for that turn.

The spymaster may give a clue as above, but offer no further commentary while a round is ongoing. If you are a spymaster, take care to review the typical-ish rules for giving clues in word guessing games listed below.

0. No using Google or Wikipedia, etc, for making or guessing clues. You would get chided at a table for pulling out your phone to look up a word during a game, so don't do it online either.
1. Your clue must be about the meaning of the words.
(e.g. You can't use your clue to talk about the letters in a word or its position on the table. GLAND is NOT a valid clue for ENGLAND. You can't tie BED, BUG, and BOW together with a clue of "B 3".)
2. Letters and numbers are valid clues as long as they refer to meanings.
(e.g. EIGHT 2 is a valid clue for SPIDER and FIGURE.)
3. The number you say after your clue can't be used as a clue.
(e.g. CITRUS 8 is not a valid clue for LEMON and OCTOPUS.)
4. You must play in English. A foreign word is allowed only if it can be reasonably used in an English sentence.
5. You can't use any form of a word that has not yet been identified on the grid.
(e.g. Until BREAK has been guessed, you cannot say BREAK, BROKEN, BREAKDOWN, etc.)
6. You cannot say part of a compound word that has not yet been identified.
(e.g. If HORSESHOE is in play, you cannot say HORSE, SHOE, UNHORSED, SNOWSHOE, etc.)
7. Rhymes are only valid when they refer to the meaning of the word.
(SNAIL is a valid clue for MAIL, but it is not a valid clue for SCALE.)
8. Proper names are allowed, if they follow the One Word rule.
(EINSTEIN is a valid clue, but ALBERT EINSTEIN is not).
9. Acronyms are not allowed, unless an acronym is primarily used as a regular word.
(RADAR is a valid clue, but CIA or USSR is not).  

Pointing at Words: Now the rest of team must select words to guess at, one at a time. Players must bold this pointing action to make it official (eg, "Point to America"). They can guess up to a max of one more word than the number stated by the spymaster (To try to catch up from missing past clues, see below).

Once they point to a word, the moderator or one of the spymasters reveals the color of that word. If the word is the color of the guessing team, the team may continue guessing words (up to the number given in the clue + 1). If the color of the word is either Grey, or the other team's color, the turn immediately ends and the other team takes a turn (Though players can try to guess any words they had missed on a later turn).

If the color is Black (Assassin) then the round immediately ends and the other team wins the round.

The team must make at least one guess; after this, the team may stop at any time by posting the word "Pass" in bold in the thread.

Any player on a team can make a guess, unless the team decides at any point to use a different system (one official guesser, vote for guess, etc).

Win Condition: The first team to have all 8 or 9 of their words revealed (by either team) wins the round. If this is that team's first winning round, the starting team switches and another round is played. If this is that team's second winning round, that team wins the game.

Advanced Rules: The spymaster may give 0 or "Unlimited" as the number for a clue. 0 indicates a negative relationship, that the team should avoid words related to that clue. In either case, the team may guess as many words as they want until a guess is incorrect.
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T-hawk Wrote:Also, the beauty of Codenames' structure is that anyone can jump in on any team at any time. There's no reason to limit slots or exclude people for arriving late or unbalancing the teams, it's all still perfectly fair. Get Lewwyn on board somewhere.

In my experience with quite a few in-person games, it doesn't really matter. You'll hardly ever have a sixth person figure out some logic that the first five won't. And even if he does... well, it's a lighthearted game, let it ride, that's the fun of it all. smile

I would say the only caution I have with adding on more as the game goes on, is you'd usually want to hear from everyone on your team if not most of them before guessing, and online, tons of players per team could just drag things out a lot. One or two more players a team should be fine but if we were ending up with two 10 player teams, I'd sya split that up into two games so things more quicker and people have more of a voice.
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(January 11th, 2016, 10:14)Mardoc Wrote:
T-Hawk Wrote:Also, the beauty of Codenames' structure is that anyone can jump in on any team at any time. There's no reason to exclude people for arriving late or unbalancing the teams, it's all still perfectly fair.
I don't understand what you mean by this. Isn't it an advantage to have more people on your team guessing/debating?

Also, the main reason I see to limit the size is to enhance pace. Even five-player teams seem to take a while to agree on their guesses; I feel like adding more people would slow things up even more. It seems better to me to keep the games moving, and to keep starting up new ones, than to go for maximum participation in each game. I'm actually a little surprised no one is recruiting for game four yet.
EitB 25 - Perpentach
Occasional mapmaker

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I've been playing Codenames a ton in person, and just have to share some stories. So here goes:

1) I'm spymaster and my team needs two words to win. I know they'll get one based on a previous pass. Last word I need to get is "Block". Trying to think of something that will uniquely hit that without anything else. I know one of my guessers has a dirty mind, so I settle on "Cock 1". Other team sees the connection immediately and yells out "OH MY GOD ERIK you're a horrible person!"

Then I get some stress as "Eye" is on the board and one of my guessers puts together Cock-Eye, but I know Eye is the assassin! Fortunately, the dirty mind talks him out of it in favor of Block, correctly reasoning that there are easier ways to indicate Eye.

2) My team guessing on "Scrubs 2". "Doctor" is an easy pick. We can't find anything else close. Then we see "Ivory", oh yeah, Ivory soap, scrubs. Boom, assassin! Our spymaster confusedly asks "Ivory soap, what is that, never heard of it"!

3) My team guessing on "Oven 4". We get "Gas", "Cook", "Stove". But what's the fourth one? "Is he a horrible enough person to say Oven for 'Berlin'?" This spymaster who's usually able to hold a perfect poker face has to turn around to hide his laughter.

4) My team guessing on "Vacation 2". We get "Trip". On the board are "Alps" and "Africa". So it's not Africa, since it'd be obvious to clue "Safari" to point that way and steer away from Alps. So we guess Alps. Wrong guess. He was indeed going for Africa. Spymaster didn't know what the Alps are!

5) Other team guessing on "Heart 2". "Soul" is an easy pick. They look over the rest of the board, going "no, no, no". The intended target is "Chest", but the team passes right over that, saying "You don't find hearts in chests", stuck in a video-game mindset. My teammate and I both see Heart-Chest and catch a glance with each other, both immediately knowing that we're both thinking "How could they be this stupid?" and trying not to crack up.

Then they see "Cards" on the board. "Oh, that's obvious. HEART of the CARDS!" which is a meme from Yu-gi-oh that's spread to other card games and we all know and joke about. Except... that spymaster! Boom, "Cards" is the assassin!
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1) Red team gets Food 2 and sees Broccoli and Ginger.

Broccoli is blue. Ginger is neutral. During the debrief, our Spymaster tells us that he meant to clue Chef and Spit. "Chefs spit in your food, didn't you know?"

2) Red team opens with Sweet 7 on a fairly straightforward board, with Dreams, Love, Treat, Baby, Home, Heart, and Cake. Except somebody insists on Cat. Repeatedly. Her teammates decide to just let her guess it, as they could come back next turn and pick up all of those words with an unlimited clue. Not only is Cat blue, the Red team fails to pick up their last word on the next round, and Blue team wins with a 4 and a 3.

3) America 3 given as a clue for Capitalism, Bomb, and Oil.
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Awesome stories! I've never heard of this game before (maybe it's not popular in non-english countries?) other than what I've read from here. This seems like a very fun game to play!
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From Codenames 2. I'm familiar with the rules so let's bring this discussion in here:

(January 12th, 2016, 14:40)Mardoc Wrote:
(January 12th, 2016, 14:30)El Grillo Wrote:
(January 12th, 2016, 10:16)Khan Wrote: Hmm, so if we are likely to go for GLASS and MASS by default then Brick can easily communicate whether we are correct or not by how many words he clues for. If we're right on those two then he can just clue for the last item and we can clean up. If we're wrong, then he can rack his brains for a word that fits the last clue plus whichever one we got wrong. This game is driving me insane!

I don't think you're supposed to suggest a plan to your Spymaster like that, especially confirming your suspicions by signalling differently.

Worth discussing if this is the spirit of the rules after the game, but I don't see any broken rule by the letter. I'm confident Brick's clue is kosher.

How much communication is allowed from the operatives back to the spymaster is very much an open question. The rules don't say anything about it. Boardgamegeek has lots of arguments in both directions, either "It's ok because the rules don't forbid it" or "It's not ok because the rules don't allow it".

My group playing in person ends up allowing most backtalk, since there just isn't any way around it, the spymaster is going to hear the operatives discussing potential guesses. We're okay with saying "2 words left, we're going to guess X, so if that's right then clue for only 1." We draw the line at actually supplying clue words for the spymaster, we won't say "If it's A and B then clue C 2 and we win."

The one thing I can clarify on is the number. The rules do say that the number given must be the number of words that relate to the clue. You can't say "clue 4" when you really only mean 1 word and want the team to guess 3 more from past information. You're meant to have only +1 extra guess per turn to make up for past mistakes. If the spymaster wants to allow extra unclued guesses beyond +1, the right way to do this is "Clue, unlimited". The tradeoff for getting the extra guesses is not knowing exactly how many are being clued for.
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Sounds good to me. I specifically didn't include the rules for 'Clue 0' or 'Clue Unlimited' in the initial game to keep it simple for the first time around, but I definitely think it's fine to be using them from now on.
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When would you want to do clue 0? To steer the guessers away from danger?
If you know what I mean.
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I guess clue 0 just means "the one last round you were leaning towards but werent sure about so passed - guess that"

especially if say between turns the opponent got the rest of your clues by accident
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