JJ Studios
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Codenames

行动代号

One word and one number from your spymaster; find your agents among 25 words.

  • 2–8 players
  • about 15 min
  • Learn it in a minute
  • Party
  • Word & clue
  • Deduction
  • Mystery & spies

The goal

Two teams race to be the first to find all of their own agents' words.

How it plays

  1. 1Lay out 25 word cards in a 5 by 5 grid. Each team has a spymaster, and only the two spymasters see the key: which words are red agents, blue agents, bystanders, and the one assassin. The starting team has 9 agents, the other 8.
  2. 2On your team's turn the spymaster gives one word and one number, such as "ocean 2": two cards relate to "ocean". Nothing else may be said or signalled.
  3. 3The team discusses and touches cards one at a time. Touch one of your own agents and it is covered in your colour; you may keep guessing, up to the number plus one.
  4. 4Touch a bystander and your turn ends. Touch an enemy agent and your turn ends with their card covered for them. Touch the assassin and your team loses on the spot.

How you win

A team wins when all its agents are covered, even if the other team touched the last one. Touching the assassin loses the game at once.

First time?

  • Before giving a clue, check it can't lead anyone to the assassin.
  • If unsure, stop; the extra guess can pick up an earlier clue on a later turn.