codenames
i
Rules:
Find all your team's words:
Red
has 9,
Blue
has 8.
Spymasters give a one-word clue and a number.
Guessers may guess that many words, plus one extra.
Wrong guesses end the turn.
Guessing the
Assassin
loses the game.
You may pass instead of guessing.
Controls:
Your name is denoted with a (you).
Spymasters are denoted with a (★).
First player in a room becomes spymaster.
Spymasters click a name to promote or demote.
Spymasters double-click a card to reveal it.
exit
⛶
original
re-initialize
assassin
timer
spymaster view
assassin
timer
name
name taken
create