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Smart · 10–15 min · two players

Codenames for two

One of you sees the key and gives one-word clues, the other finds your seven agents before the other team finishes. Pick roles and a clock first.

Free. No signup. Send one link.
CodenamesOne of you sees the key and gives one-word clues, the other finds your seven agents before the other team finishes. Pick roles and a clock first.
10–15 minasync ok

Codenames is usually a four-player game. This is the two-player version: one of you is the spymaster and can see which words are yours, the other is the operative and sees only a grid of face-down cards. The spymaster gives one-word clues, the operative taps the cards they think the clue points to.

A dummy team uncovers one of its own words after every turn, so you are racing it. Find all seven of your agents before it finds its six, and never tap the assassin.

How to play

  1. 1Choose your role (spymaster or operative) and a clock for each turn. Next time, the setup remembers.
  2. 2The spymaster taps the agent cards a clue covers, types one word, and sends it.
  3. 3The operative sees the word and the number, and taps cards one by one. A wrong tap ends the turn.
  4. 4Turns alternate with the dummy team until you have all seven agents, the dummy has its six, or the assassin turns up.
  5. 5Swap roles for the next game.

Why couples like it

  • It is the best word-association game there is, and it now works with only two of you.
  • The grid is eighteen words instead of twenty-five, so a game fits in a coffee break.
  • Clues get better the longer you have known each other. Private references are legal.

Tips

  • Two-card clues that you are sure of beat four-card clues that you hope for. The dummy team is slow but relentless.
  • Operative: after the clue’s number is used up, you can take one bonus guess if the clock allows. Use it only when a card is obvious.
  • A short clock makes it a party game; a long one makes it a puzzle. Try both.

Questions

Does Codenames work with 2 players?
Yes, with a small change: a dummy team uncovers one of its words each turn, so the spymaster and operative are racing a clock rather than another pair.
How many words are on the board?
Eighteen: seven agents, six for the dummy team, four bystanders and one assassin.
Can we play it long distance?
Yes. Both phones show the same board, live, and a presence check pauses the clock while your partner is away from the page.

Ready when you are

Start a room, send the link, and Codenames is queued for the moment they join.

Guides that use it

More games for two