Codeword Agents
One word. A few secret agents. Don't hit the assassin.
Codeword Agents is a team-based deduction game where your spymaster guides you through a grid of words with clever one-word clues. Guess all your team's words before the other team does — and whatever you do, don't hit the assassin.
Objective
Two teams race to find all of their own cards on a 5×5 grid of words. Only each team's spymaster knows which word belongs to whom.
How to play
- Players split into Red and Blue. Each team has one spymaster, who sees every card's colour; everyone else is an agent.
- On your team's turn, your spymaster gives a one-word clue (not a word on the board) and a number: how many cards the clue points to.
- Agents tap cards to guess. You get the number plus one guesses, and can end the turn after your first guess.
- Your own colour: keep guessing. A neutral card or the other team's card ends your turn, and an enemy card counts for them.
- Avoid the assassin: the team that reveals it loses instantly.
Scoring
The first team to reveal all of its cards wins, and every player on that team scores 1 point. The spymaster role rotates every round.
Example round
- The spymaster gives the clue 'ocean 3'.
- Your team discusses which three words the spymaster might be hinting at: 'wave', 'tide', and 'shore'.
- You tap 'wave' — it's your team's color, so you keep guessing.
- You tap 'tide' — also your color. But 'shore' belongs to the other team, so your turn ends.
Strategy tips
- As a spymaster, find connections others might miss — a single clue can link surprising words.
- As an agent, trust your spymaster's knowledge of your team's color assignments.
- Avoid obvious guesses that might hide the assassin or reveal the other team's cards.
- Balance boldness with caution — one wrong guess costs your team momentum.
Best with
Best with 4+ players split equally into two teams — at least 2 players per side to include both a spymaster and agents. With just 2 or 3 players it switches to the Rival Agency mode: everyone plays as one team against a player-less blue team that reveals one of its words after each of your turns, so you can play it with only two.
Variations
- Rotate the spymaster role every round so everyone gets to lead.
- Use themed word lists to match a particular topic or difficulty level.
- Play with a shorter timer for faster rounds or longer for more strategic depth.
FAQ
What happens if I guess wrong?
If you tap an opponent's word or a neutral card, your team's turn ends immediately. If you hit the assassin, your team loses the entire game.
Can the spymaster give a word that's on the board?
No — the clue must be a word not on the grid. This prevents the spymaster from just pointing at answers.
How many guesses does my team get?
Your team gets as many guesses as the spymaster's number indicates, plus one bonus guess. You can stop early if you choose.