Codewords Rules: How to Play
Codewords is a team word game for phones. Two sides share one board of 25 words. Each side’s handler gives one-word clues, and the guessers try to find their side’s words before the other side finds theirs.
What you need
Four or more players, each on their own phone, tablet or computer. Each side needs a handler and at least one guesser, so four is the least.
Short of four? While sides are being picked, the game adds bots to fill the empty seats. The host can also add bots from the lobby.
The game is made for talking. It is best when the guessers on a side can hear each other, in the same room or on a call.
Picking sides
- Everyone taps Team A or Team B to join it. Anyone who has not picked waits in the middle.
- The host can drag anyone, people and bots, between the two sides and the middle.
- The host locks the teams. Anyone still in the middle is put on the smaller side, in random order. Each side needs at least two people.
- Each side picks its handler. Tap “I’ll give the clues” to volunteer. The host can tap a bot to make it a volunteer.
- The host deals the board. If the sides need changing, the host can go back to sides first.
How handlers are picked
When the board is dealt, each side’s handler is drawn at random from the people who fit best, in this order: volunteers who have not been handler yet, then any volunteer, then anyone who has not been handler yet, then anyone on the side.
So if nobody volunteers, the job still goes round, and someone who has not had a turn is picked first.
Side colors and names
Each side wears its handler’s color from the lobby, and is named after that color, or after the handler when the color has no name. If the two handlers’ colors are too close to tell apart, the second side gets a clearly different color instead.
The board
The board is 25 words in five rows of five, drawn from a large word list. Each word belongs to someone:
- 9 words for the side that goes first.
- 8 words for the other side.
- 7 civilians, which belong to nobody.
- 1 assassin.
Who sees what
Both handlers see the whole key: which words are whose, the civilians, and the assassin. Guessers see only the words. Once the game is over, everyone sees the key.
Picks in progress are seen only by the guessers on the side whose turn it is.
How a turn goes
- The side with 9 words goes first. Its handler types a one-word clue and sets a number: how many of the side’s words the clue points to.
- The clue appears on every screen. The guessers on that side talk it over.
- When they agree, one guesser taps a word. The first tap on the side flips it, for everyone. There is no undo.
- Your own side’s word: keep guessing, up to the number.
- A civilian or the other side’s word: your turn ends.
- Once you have found as many words as the number, you are asked about a bonus guess: one more word, or end your turn.
- Then the other side’s handler gives a clue, and so on.
Clue rules
The game checks every clue before it goes out. A clue that breaks a rule is refused, and the handler is told why.
- One word. No spaces.
- Letters only. One hyphen or apostrophe inside the word is allowed.
- No more than 24 letters.
- Not a word on the board, or one of its everyday forms: a plural, or an ending like -ed, -ing or -er.
- The number is at least 1 and no more than the words your side still has to find.
The bonus guess
A clue gives your side as many guesses as its number, plus one. When you have found as many of your words as the number, a bonus guess is offered: take one more word, or end your turn.
It is handy for a word an earlier clue pointed at that your side missed. A miss on the bonus guess ends the turn like any other miss. Any guesser answering “No, end turn” ends the turn for the side.
Before the number is used up, the side keeps guessing. Ending the turn is offered only with the bonus guess.
Winning and losing
- The first side to find all of its words wins.
- If you flip the other side’s last word, they win, even though it was your turn.
- Flip the assassin and your side loses on the spot.
Bots
Bots can play either job. A bot handler reads the board and gives the clue that best fits its own words while keeping clear of the rest, the assassin above all. It always gives its best clue.
A bot guesser reads the clue the way a person would. It never sees the key. The difficulty set for the bot in the lobby is how well it guesses: an easy bot misreads more often and never stops early; a medium or hard bot is more accurate and stops guessing when nothing on the board fits the clue well.
On a side with a person guessing, the person taps. A bot guesser there only goes along with ending the turn. A side of only bot guessers ends its turn at the bonus guess.
Each bot waits a moment before it moves, so you can see it coming.
Playing solo, with friends anywhere, or as a party
Solo: host a room and start Codewords on your own. Bots fill the seats so there are four players, and you play alongside them. It is a good way to learn the game.
With friends anywhere: share your room code or invite link, and talk on a call. Each guesser taps on their own phone.
As a party: everyone plays on their own phone. A TV or laptop can open joinme.games/watch with the room code to show the board, the clue and how many words each side has left. The TV never shows the key or the picks.
Leaving, joining late and pausing
- If a handler leaves, the first other player on that side who is still here takes over the clues.
- Someone who joins after the board is dealt watches that round and plays in the next.
- Anyone can pause for everyone with the pause button or the P key, and anyone can resume.
- When a round ends, the host can play again. In the next round, the handler job goes first to someone who has not had it.
Controls
- Guessers: tap a card to flip it. Agree out loud first, because there is no undo.
- Handlers: type one word, set the number with the stepper, and send it.
- Bonus guess: tap “Yes, one more” and then a card, or “No, end turn”.
Questions
- How do you play Codewords?
- Two sides share a board of 25 words. Each side’s handler knows which words are theirs and gives a one-word clue with a number. The guessers talk it over and tap the words they think it means. Find all your words first to win, and never flip the assassin.
- How many players do you need for Codewords?
- Four or more: a handler and at least one guesser on each side. If you are short, bots fill the empty seats.
- Can you play Codewords alone?
- Yes. Start a room on your own and bots fill the other seats. Bot handlers give real clues and bot guessers read them the way a person would.
- How do you win Codewords?
- Be the first side to find all of your words. Flipping the other side’s last word wins it for them, and flipping the assassin loses it for you on the spot.
- Can a clue be a word on the board?
- No. A clue cannot be any word still face down on the board, or its plural or everyday forms. A word that has already been flipped is fair game.
- Is Codewords like Codenames?
- If you liked Codenames, you will know your way around: one-word clues, a number, and an assassin to avoid. Here each player has their own phone, and the first tap on your side flips the card.