CODENAMES
A Game by Vlaada Chvátil
Game Overview
Codenames is played between two teams,
Red and
Blue on a set of twenty-five codenames. Each team consists of a single spymaster who knows the secret identity behind each codename, with the remaining players as field operatives who will contact the codenames. On each turn of the game, the spymaster provides a clue to their field operatives. The field operatives will then attempt to contact at least one of their aligned agents based on the codenames clued. The first team to activate all of their agents wins the game!
Game Setup
Players are divided into two teams,
Red and
Blue. Each team consists of one spymaster, with the remaining players as field operatives. All players observe a set of twenty-five words, representing codenames for agents aligned with each team. While field operatives do not observe the identities of each of the codenames, the spymasters each get to see the identity of all codenames.
There are four different agent identities:
Red Agent,
Blue Agent,
Bystander, and
Assassin. One of the teams will have nine of their-colored agents in the set of codenames, while the other team will have eight agents. The team with nine agents will take the starting turn in the game. Among the eight codenames not aligned with either team, there are seven Bystanders and one Assassin. Effects for contacting these agents are described in the following section.
Turn Flow
On a team's turn, their spymaster must start by providing their field operatives with a clue for the identities for their own agents. A clue consists of a single word and a number. The word should be related to the codenames that are aligned with the acting spymaster's team, while the number represents how many codenames are related to the clue word. Further guidelines, including two special number rules, follow in the section below. Spymasters should announce their clue in the thread using their team's color and in bold text, e.g.
CLUE - <word>: <number> or
CLUE - <word>: <number>.
Once a clue has been given, the field operatives are free to discuss which codename(s) should be contacted. All team discussion must be done in-thread. When the field operatives have decided on a guess, they may register their guess by announcing it in their team's color and in bold text, e.g.
CONTACT - <word> or
CONTACT - <word>. The host or either spymaster will quote the declaration and report its identity in bold (
Red Agent,
Blue Agent,
Bystander,
Assassin), revealing the card.
If the revealed agent is of the same team as the operatives, then they may continue making guesses. A maximum number of guesses may be made equal to the number given in the spymaster's clue, plus one. Alternatively, the field operatives may declare a
PASS to end their turn, so long as they have made at least one guess already on their turn. If the revealed agent is not of the same team, then the turn ends. In the special case that the assassin was revealed, then the team that performed the reveal immediately loses the game.
To keep things moving at a good pace, team actions (spymaster clue, field operative guess) must be made within twenty-four hours (one day) of the previous action. An action consists of a single clue from the spymaster or a single guess from the operatives. If this time limit is exceeded, the opposing team has the option of starting their turn at their leisure.
Spymaster Clue Guidelines
Spymaster clues consist of a single word and a number, with the following guidelines:
- Words must be related to the meaning of the codenames being clued.
- The number following the word cannot be used as a clue itself.
- All words must be within standard English usage.
- Clues may not include codenames or related forms of codenames. For compound codenames, this includes the constituent words that comprise the compound word. Once a codename has been guessed, it can be used in clues.
Overall, be reasonable about rules; spymasters may consult with their opposing spymaster and the host for the validity of a clue. If an invalid clue is provided, then the turn immediately ends and the opposing spymaster may declare an agent of their own color before making their own clue.
Spymasters have two special options for numbers associated with their clue words. First, spymasters may declare zero (0) as their clue, suggesting that none of the codenames are related to their declared word. In the case that zero is declared, the field operatives do not have a limit to the number of guesses that they may make before passing. The second special option is to declare "unlimited" as their clue, suggesting at least one codename is related to the declared word. As with zero, the number of guesses that may be made by field operatives before passing is unlimited.
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Please note your interest in playing this game by posting a message indicating as such in
bold limegreen. You'll be added to the signup list below and be in the running for selection when the next game is ready to go. People who have played the least or who have gone the longest without playing will get higher priority to play.
1. discrider
2. ...
Posts
Please note your interest in playing this game by posting a message indicating as such in bold limegreen. The first eight signups will be divided into two teams with randomly assigned spymasters. Any following players will be placed on a reserve list and will have priority for any further games. Game will start as soon as eight players have signed up and I am available to provide the opening grid.
sign up
So you don't want to say 'insect 1' if that just shows them the last one correct tile but they have four to pick up and the previous clues reveal the remaining 3.
So reveal the correct colour, keep it for a point and maybe carry on,
Reveal a neutral, turn over,
Reveal an assassin, game over,
What happens if you reveal the opposite team's colour? Do they get the point? If not, do they get to see what you revealed?
Presumably once a pick is chosen theyre revealed. If the team is wrong the other team gets the point. Otherwise there would be no point in passing
That is correct. All guesses are revealed to all, and if the opposite team's agent is guessed, not only does the turn end, but the opposing team does gain that point. Looks like we're at eight players, so I believe we're good to start.
Game 1 Start
First four players are the red team, with the last four the blue team. The first and fifth players in the order will be the spymasters for their respective teams.
Geth roll 8p8 for Teams
Phyphor (Spymaster)
discrider
Hedgethorn
Dex Dynamo
Blue Team
Preda (Spymaster)
jakobagger
Kaneski
Jam Warrior
CYCLE
IRON
KNIFE
BALL
MOSCOW
LASER
POLE
MISSILE
DINOSAUR
JACK
CHINA
KNIGHT
DICE
TRACK
CALF
MINE
SHADOW
SHOP
COOK
CHICK
GAS
WAKE
NAIL
SCORPION
Red team starts. @Phyphor, you may provide the first clue when you are ready.
It's on a little card which also shows who plays first. You put it on a stand facing only the spymasters.
Also Reserve up for future games. I've played this in person but I really enjoy it.
@discrider @Hedgethorn @Dex Dynamo
What do you think, discrider & Dex Dynamo?
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
Penguin
Do we randomly stab at a fourth tile, or pass?
I'm leaning towards passing.
That sounds like cowardice that does. :P
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
What do you call a spy with bravery?
Disavowed.
Naaaaaah.... movies wouldn't lie to me like that....
As Aristotle teaches, courage isn't simply having confidence. It's having the appropriate amount of confidence in the appropriate circumstances. Being overly-confident isn't a sign of bravery; it's a sign of foolishness.
Red operatives, you may make up to three more guesses.
Red operatives, you may make up to two more guesses.
Red operatives, you may make up to one more guess.
CYCLE
IRON
KNIFE
BALL
MOSCOW (Red)
LASER
POLE (Red)
MISSILE
DINOSAUR
JACK
CHINA
KNIGHT
DICE
TRACK
CALF
MINE
SHADOW
SHOP
COOK
CHICK
GAS
WAKE
NAIL
SCORPION
Blue team's turn. @Preda is up to provide a clue for his team.
@jakobagger @Kaneski @Jam Warrior