How to play Codenames Pictures Official Rules

By: Dennis B. B. Taylor

Welcome to the Codenames Pictures Game!

Are you ready to embark on an exciting and thrilling adventure? Well then, buckle up! In this captivating game, I will be your guide as we explore the rules and mechanics of the Codenames Pictures game.

Before we dive into the gameplay, let me quickly explain what Codenames Pictures is. This game is all about using your imagination and creativity to decipher clues and unveil hidden meanings. It’s like unraveling a secret code, but instead of words, you’ll be working with images.

The Objective

The main objective of Codenames Pictures is pretty straightforward. You and your team will be competing against another team to uncover all the secret agents hidden amidst a grid of pictures. But be cautious, as there are innocent bystanders and dangerous assassins lurking in the mix!

The Setup

Alright, let’s get things set up for an epic adventure! You’ll need at least four players to form two teams. Each team will have a Spymaster, who will provide one-word clues to guide their teammates towards the secret agents.

Next, you’ll lay out a 5×4 grid of pictures on the table. These pictures represent the whereabouts of the secret agents, bystanders, and assassins. Don’t worry, everything will become clearer as we progress.

The Gameplay

Are you ready to jump into the action? Great! Here’s how the gameplay works:

  1. The Spymasters from each team will take turns providing one-word clues to their teammates. The clue should relate to the pictures on the grid and guide the teammates towards the secret agents.
  2. The Spymaster will also provide a number. This number indicates how many pictures on the grid are associated with the given clue. For example, if the Spymaster says “nature” and “3,” it means there are three pictures related to nature on the grid.
  3. The teammates must work together to guess which pictures match the clue while avoiding the bystanders and assassins. They can discuss amongst themselves and make a collective decision.
  4. Once the teammates have made a guess, the Spymaster will confirm whether the pictures are correct, incorrect, or if they accidentally stumbled upon an innocent bystander or the deadly assassin.
  5. The gameplay continues with the next team taking their turn, and it goes back and forth until one team has identified all their secret agents and emerged victoriously!

Keep in Mind

As you dive into the world of Codenames Pictures, there are a few things to keep in mind:

  • Listen closely to your Spymaster’s clues and try to uncover the hidden meanings behind them. Sometimes a word can have multiple interpretations, so be prepared for some mind-bending moments!
  • Communication and collaboration with your teammates are key. Work together to analyze the grid, discuss possible matches, and make informed decisions.
  • Be cautious of the assassins! Accidentally revealing an assassin will bring doom upon your team and thwart your chances of victory.
  • Remember, in this game, imagination knows no bounds! Think outside the box and explore unconventional connections between the pictures and the clues.

Conclusion

Well, my friend, now you know the ins and outs of Codenames Pictures. Gather your friends, put your thinking caps on, and prepare for an unforgettable adventure filled with mystery and intrigue. I promise you, this game will challenge your wits, ignite your imagination, and provide countless hours of entertainment. So, what are you waiting for? Embark on your Codenames Pictures journey today!

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Hey there, have you ever wondered about those mysterious symbols on a map? Well, let me tell you, they’re actually secret codes that spies use to communicate with their agents! How cool is that?

So, here’s the deal: there are two rival spymasters who each know the identity of their own agents in different locations. They send out messages with encrypted instructions, basically telling their agents where they need to go for top-secret meetings. Now, these agents need to be super smart. One wrong move and they could end up face-to-face with an enemy agent, or even worse, an assassin! Talk about intense!

Both teams are competing to contact all of their agents, but only one can come out on top. It’s a race against time and wits to see who can crack the codes and communicate with their agents the fastest. Think you have what it takes to be a master spy? Give it a shot and find out!

Codenames: Pictures is a variation of the original Codenames game. Instead of using words, the game is played with pictures that represent secret meeting locations. The rules are similar, with two spymasters taking turns giving clues using one word and one number. The goal is for their teammates to correctly identify the codename cards. Although words and pictures require different ways of thinking, the overall objective remains the same. To get started, try coming up with clues for the example provided using any key card from the game.

Getting Started

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So, here’s the deal: we’re gonna play a game. It’s called Codenames, and it’s all about spies and secret agents. Cool, right?

Okay, let’s get started. We need at least four people to play, so let’s split up into two teams. Each team should have the same number of players and similar skills. Got it?

Now, each team needs to choose one person to be their spymaster. This is the person who will give clues to their team about which agents to find. The spymasters sit on one side of the table, while the other players, who we’ll call field operatives, sit across from them.

Alright, now we need to set up the game board. Take 20 random pictures and arrange them on the table in a 5×4 grid. These pictures represent different locations where the field operatives can meet agents.

Oh, and one more thing: each of these pictures has a special marking in the upper left corner. This marking is there to show you how the picture should be oriented. Pretty handy, huh?

Now, here’s the key:

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When you play the game, there’s one important thing to remember – the key card. The key card tells you who can be found in each location. It’s like a secret code that only the spymasters know. They choose the key card randomly and place it on the stand between them. It’s the same as the grid of pictures.

Now, here’s something interesting. The spymasters can choose between two different ways to place the key card. It doesn’t really matter which one they choose. They just have to make sure the field operatives don’t see it. It’s their little secret.

Starting Team

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Let me explain how the key works. You see, each square on the grid represents something important. The blue squares are pictures that the Blue Team needs to guess. They represent locations with blue agents. On the other hand, the red squares are pictures for the Red Team to guess. They indicate locations with red agents. Then, there are pale squares, which have innocent bystanders. Finally, there’s a black square that hides an assassin!

The Cards

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Let’s organize the agent cards to make it clear which team we’re on. The red agent cards go in a stack in front of the red spymaster, while the blue agent cards should be in front of the blue spymaster.

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Alright, so here’s the deal. We need to spice things up a little bit. The team that starts has to guess an extra picture, so they get an extra card. Turn this card over to reveal the color of the starting team and add it to their pile of cards. It doesn’t have any special powers or anything like that. It’s just a regular card that they can use during the game.

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When it comes to playing the game, there are a few important things to keep in mind. First, you’ll want to arrange the innocent bystander cards and the assassin cards in between both spymasters, making them easily accessible.

Now, let’s talk about the starting team. You can determine which team starts by looking at the lights on the sides of the key card. If the lights are on one team’s color, that team goes first. The starting team has 8 pictures to guess, while the other team has 7. The starting team also gets to give the first clue of the game.

During the game, the spymasters will take turns giving one-word clues. Each clue relates to one or more pictures on the table. The field operatives will then try to guess which pictures their spymaster is referring to. When a field operative touches a picture, the spymaster will reveal who is in that location.

If the field operative guesses correctly and it’s one of their team’s agents, they can keep guessing locations related to that one-word clue. But if the picture they touch is not on their team, it is the other team’s turn to guess. The first team to contact all their agents wins the game.

Taking turns is an important aspect of the game. The spymasters will alternate giving clues, and the field operatives will take turns guessing. By following these rules and strategies, you and your team will have an exciting and challenging game of Codenames. Good luck, and may the best spymaster win!

When we play, we take turns, starting with the team that goes first. You can tell which team that is by looking at the lights on the sides of the key card. On your team’s turn, I give you a clue, and you and your teammates can make several guesses.

For example: Let’s say you see two pictures that make you think of evolution. You might guess “evolution: 2”.

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Giving You Clues

If you’re the spymaster, it’s your job to come up with a clue that connects to some of the pictures your team is trying to guess. Your clue consists of one word that relates to the pictures and a number that tells how many pictures are connected to that word.

For example: A good clue for these two pictures could be “evolution: 2”.

You can give a clue for just one picture (like “kangaroo: 1”), but it’s more fun to try for two or more. If you can give a clue that connects four pictures, that’s really impressive!

Figuring It Out

When the spymaster gives a clue, the rest of the team works together to try and understand what it means.

They can discuss it with each other, but the spymaster has to stay poker-faced. The team indicates their official guess by having one person touch one of the pictures on the table.

Hey there! Imagine a sneaky game where you have to find out who’s hiding in a certain spot. Well, guess what? The spymaster, who is like the mastermind of the game, gives you a clue by covering the picture with a card. So you have to use your detective skills and figure out who’s hiding under there! How cool is that?

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  • When I touch a picture that belongs to my team, the spymaster will cover it with an agent card of the same color. I can keep guessing after that.
  • If I touch a location with an innocent bystander, the spymaster will cover it with an innocent bystander card, and my turn is over.
  • If I touch a picture that belongs to the other team, the spymaster will cover it with one of their agent cards. This ends my turn, and it helps the other team.
  • If I touch the location with the assassin, the picture is covered by the assassin card. This ends the game, and my team loses if it was our turn.

Ending My Turn

When it’s my team’s turn in the game, we always start with one clue and one or more guesses. If we guess one of our team’s pictures on our first try, we get to make a second guess. And if that second guess is right, we can keep guessing for as long as we keep getting them right!

But there are a few things that can stop us from guessing anymore. First, if we guess a picture that doesn’t belong to our team, we have to stop guessing. Second, we can choose to not guess anymore if we want. And finally, if we’ve already made as many guesses as the clue says we need, plus one more, we have to stop.

It’s kind of like a puzzle, trying to figure out which pictures belong to my team and which ones don’t. It can be tricky, but it’s also a lot of fun!

Let me give you an example. If the spymaster says “evolution: 2,” you have the chance to make up to three correct guesses. At first, this might not make much sense, but as the game progresses, it can become very helpful. For instance, you might have received multiple clues that didn’t match all the pictures. In this case, you can guess these pictures in addition to or instead of those related to the current clue. This “one more guess” rule gives you an opportunity to catch up.

Now, let’s talk about the end of the game. It all comes to an end when one team has all their pictures covered. Yes, that team wins! Surprisingly, it’s also possible for a team to win on the other team’s turn if they guess the last picture.

But beware! The game can end abruptly if a field operative accidentally touches the location with the assassin. If that happens, their team loses.

After a game is finished, you can set up for the next one and start the fun all over again!

So, do you know that feeling when you just want to be the spy master? Well, if you do, then I have some good news for you. Setting up for the second game is a piece of cake! Just remove those cards covering the pictures and put them back where they belong. Then, flip over the 20 picture cards, grab a new key card, and voila! You’re all set to start playing!

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The Art of Keeping a Poker Face

As a spymaster, my job is to carefully and strategically provide clues to my field operatives without giving away too much information. It’s a delicate balance, and I must always keep a straight face to maintain the element of surprise. I can only give one word and one number as my clue, without any additional comments or explanations. It’s crucial not to say things like, “I don’t know if you’ll get this,” as that, in itself, reveals too much.

Similarly, I must avoid the temptation to provide context or hints that could give away the answer. Saying something like, “I don’t know if you’ll get this unless you’ve read The Hobbit,” would be a big mistake. It’s important for me to remain neutral and not appear to favor any part of the board. Additionally, once I’ve seen the key card, I cannot touch the pictures or indicate in any way which ones are relevant.

Another vital aspect of being a spymaster is maintaining a cool and composed demeanor when my field operatives are making guesses. I must resist the urge to reach for an agent card as soon as they start discussing a picture. Instead, I need to wait until they actually touch the right one before making any moves.

Finally, when one of my teammates chooses a picture of the correct color, I must act as if that was the one I intended, even if it wasn’t. This is important for maintaining trust and keeping the game flowing smoothly. It’s all part of the challenges and strategies that make being a spymaster both exciting and immensely satisfying.

If you’re working in the field, pay attention to the table when guessing. Don’t look at the spymaster to avoid giving anything away.

When you only have one word and one number to work with, winning will feel even better because you’ll know you earned it fair and square.

Clues That Count

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Hey there! Here’s a clue for you: one word, no hyphens, no spaces. If you’re not sure, ask the other spymaster to confirm if it’s valid or not.

Feel free to use any word play you want. Get creative with your clue! For example, you can use “knight” to lead your teammates to a picture with a moon and a guy in armor. But remember, that doesn’t guarantee they’ll get it.

If you want your teammates to think “k-n-i-g-h-t” instead of “n-i-g-h-t,” or if players have different accents, you can spell out your clue. It’s allowed.

However, if someone asks you to spell your clue, you have to choose either “k-n-i-g-h-t” or “n-i-g-h-t.” Keep the other one a secret, don’t reveal that you were trying to use both words.

Here’s a clue about the pictures: Focus on the images themselves, not the patterns on the table or the letters in certain words or the colors of the pictures. For example, saying “3” is not a valid clue for the three cards closest to your side.

If you want to use a clue like “S: 3,” keep in mind that it must be about pictures that start with the letter S. Saying “Dark: 2” is not a valid clue for the two darkest pictures, but it is acceptable for pictures related to night, darkness, or evil.

In general, singing, funny accents, and foreign words are not allowed as clues. However, your group may decide to allow them if everyone agrees. Just remember that using a French accent to clue a picture of the Eiffel Tower might be clever the first time, but it won’t work every time.

Hey, did you know that your group might consider bending the rules a bit? Maybe you’d be up for allowing multiple-word proper names like “James Bond” or “North Dakota,” or even abbreviations like “FBI” or “FIFA.” Heck, you could even throw in some common compound words like “merry-go-round” or “scuba diver.”

If you want to ramp up the challenge, we can add some extra restrictions to really test your skills. How about agreeing not to mention the shapes of the pictures? That way, you won’t be able to say things like “circle: 3” or “rectangular: 2.”

Here’s a little tip: When it comes to giving clues, you can always go for the easy route and simply name something that’s depicted in the picture. But why not up the ante and get a bit more creative? Just be careful not to go overboard – you want to entertain your team, not confuse them into losing the game.

Ready for the Next Level?

If you’re an expert player, there are two additional clue types you might find useful. But I recommend saving the Assassin Ending for when you have a good grasp of the basic rules and have played enough games of Codenames: Pictures.

Assassin Ending

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This game variant is pretty much like the classic eight ball game in billiards. The objective is to find all of your team’s secret agents and avoid the assassin.

It’s important to note that the game doesn’t end until the assassin is discovered, even if all the pictures of one color have already been guessed.

If an operative manages to guess the location of the assassin and all of their team’s agents have already been contacted, then their team wins the game.

However, if an operative guesses the location of the assassin but their team still has unanswered pictures, the game enters a “sudden death” phase. In this phase, the team no longer receives any clues and must keep guessing until they find all their remaining pictures. They can make unlimited guesses, regardless of the number indicated by the spymaster’s clue. If they successfully guess all their remaining pictures, they win the game.

So, here’s the deal: in this game, you’ve got to guess the secret identities of different people. But be careful, because if you guess wrong, you’re out!

Here’s how it works: every player takes turns guessing. When it’s your turn, you have to be smart and strategic. It’s like a game of chess, but with words instead of pieces.

If you guess the right person, you can keep going and guess again. But if you guess wrong, uh-oh, it’s game over for you. You lose, and it’s on to the next player.

But here’s the twist: there’s one person you definitely don’t want to guess. This person is known as the assassin. If you accidentally guess the assassin, you’re done. Game over, my friend!

See, the assassin is sneaky. They’re like a double agent, pretending to be someone else. If you mistakenly identify them, boom, you’re out of the game.

So, to sum it up:

The game ends when someone touches the assassin. But here’s the thing: touching the assassin doesn’t actually end the turn. Instead, it gives you unlimited guesses for that turn, which is pretty sweet.

However, once that turn is over, you better hope you found all your pictures. If you did, you win! But if you didn’t, well, sorry, but you lose. Better luck next time!

Pro tip: Unlimited Clue

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When it comes to playing the game, you have the freedom to let your teammates guess an unlimited number of pictures. Instead of specifying a number, simply say “unlimited.” For instance, if the clue is “feathers,” you can say “unlimited.” This is particularly useful when you have given multiple clues and your team hasn’t guessed any of them yet.

However, there is a downside to this approach. The field operatives won’t have any idea how many pictures are associated with the latest clue. On the flip side, the advantage is that they are able to guess as many pictures as they want.

Expert Clue: Zero

As an expert player, you have the option of using 0 as the number in your clue. This signifies that none of the pictures on the board are related to the given clue. For example, if the clue is “feathers” and you say “0,” you are telling your team that none of the pictures have anything to do with feathers.

If the spymaster uses 0 as the number in their clue, the usual limit on the number of guesses doesn’t apply. Your teammates can keep guessing until they find the right picture.

Hey there! I’m here to explain how this cool game works. You see, in this game, you get to guess pictures, and you can guess as many as you want! But here’s the catch – you have to guess at least one picture right.

A Game for Two People

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If there are only two of us, we can play on the same team. This way, we don’t have to compete against each other. Our goal is to achieve a high score against a simulated opponent.

Let’s set up the game as we usually do. One of us will be the spymaster, and the rest of us will be field operatives.

Now, since there is no other team, we still need their stack of agent cards. Since we’re the starting team, we should choose a key card that favors us. During our turns, we need to be careful and avoid the enemy agents and especially the assassin.

The spymaster will represent the enemy team by covering up one of their pictures every time they get a turn. The spymaster has the freedom to choose which picture to cover, so there’s some strategy involved here.

If you or your team contacts the assassin, or if all the enemy agents are contacted, you lose the game. There is no score.

If you win the game, you can give yourselves a score based on the number of agent cards still remaining in the enemy’s stack:

  • 7 – Absolutely incredible.
  • 6 – Wow, that’s incredible!
  • 5 – You could even work for the Pentagon.
  • 4 – You’re master spies.
  • 3 – Great teamwork.
  • 2 – Now you’re starting to understand.
  • 1 – Still better than losing.

Note: Your score will be calculated based on the number of turns you needed and how many enemy agents you accidentally contacted.

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Playing Codenames with Three Players

If you have three people who want to play on the same team, you can follow the regular rules for Codenames. However, if two players want to compete against each other, they can take on the roles of spymasters, while the third player acts as the operative.

The setup and gameplay remain the same, except that the operative works for both sides. It’s like having a spy working for both teams, just like in real life! The winning spymaster is determined in the usual way.

The operative’s job is to do a good job for both teams, which can be a tricky task. They need to navigate between two sets of clues and help both spymasters as best they can.

Do you have your own copy of Codenames?

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Hey, want to up the ante and make the game more interesting? You can totally mix things up by combining the two games! If you’re digging the new 5 × 4 grid, go ahead and give it a whirl with words.

But hey, no pressure! If you’d rather stick to the OG 5 × 5 grid for pictures, that’s cool too. Just use the 25 smaller agent tiles from the original game.

Here’s a wild idea: why not have the best of both worlds? You can totally rock a game that combines words and pictures. Use either grid, it’s up to you! The only thing you need to remember is that your clues need to work for both versions of the game. A clue that flies in the original game is just as valid in Codenames: Pictures.

Oh, and by the way, no matter what grid or cards you go with, you can always spice things up with the Assassin Ending variant. It’s a blast! Have a great time!

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