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Codenames box art

Codenames

Players

2-8

Time

?-?

Age

14+

Weight

1.26

Rating

7.55

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.8

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Codenames has a moderate level of direct confrontation and strategic depth. Players need to be aware of and react to each other's actions frequently. While there is some cooperation involved, it is not a major focus of the game. Overall, Codenames has a good level of player interaction.

Replay value

Codenames offers a high level of variability with its gameboard and strategic depth, making each playthrough feel fresh and engaging. The presence of expansions adds to the replay value, and the game scales well with different player counts. While it may not be the easiest game to learn, it strikes a good balance between depth and accessibility. Overall, Codenames has a strong replayability score of 7.79.

Luck profile

Codenames has a moderate level of randomness impact, where random elements like card draws can influence the game outcome. However, players have a significant ability to mitigate this randomness through strategic decisions and planning. The game relies more on player strategy and decisions, with luck playing a minor role. Overall, Codenames has a balanced mix of luck and strategy.

Overview

Two rival spymasters know the secret identities of 25 agents. Their teammates know the agents only by their codenames — single-word labels like "disease", "Germany", and "carrot". Yes, carrot. It's a legitimate codename. Each spymaster wants their team to identify their agents first...without uncovering the assassin by mistake. In Codenames, two teams compete to see who can make contact with all of their agents first. Lay out 25 cards, each bearing a single word. The spymasters look at a card showing the identity of each card, then take turns clueing their teammates. A clue consists of a single word and a number, with the number suggesting how many cards in play have some association to the given clue word. The teammates then identify one agent they think is on their team; if they're correct, they can keep guessing up to the stated number of times; if the agent belongs to the opposing team or is an innocent bystander, the team's turn ends; and if they fingered the assassin, they lose the game. Spymasters continue giving clues until one team has identified all of their agents or the assassin has removed one team from play.

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