For the record, here are the official POG codenames rules.
All players are advised to review them, but players new to codenames on POG should make sure to look them over carefully.
POG Codenames Rules
This is intended to be a summary of the rules for forum play. If necessary, new players are encouraged to seek out the official rules via an internet search for greater clarity. We will follow all official rules. Rules described as “optional” in the official rule set are clarified below.
The game
There are 25 words. Nine are
red, eight are
blue, seven are
neutral, and one is an
assassin word. Teams are composed of one spymaster and one or more guessers per team. Only the spymaster from each team knows the color of all the words on the list.
The guessing players will be presented with an alphabetical, uncolored list of the 25 words. The goal is for each spymaster to get their team to guess all of their words without guessing the other team’s words, or without guessing the assassin word. If your team guesses the assassin word, your team automatically loses.
The red team goes first, and teams alternate from that point forward.
See the last section for the link to the word list generator.
Giving clues and taking turns.
Spymasters begin the turn by saying a single word and a number. The number is the number of words the spymaster believes are related to the clue word. It also determines the maximum possible number of guesses before the turn automatically ends.
For example, if a clue-giver wants his team to guess the words "Umbrella", "Glass" and "Gate" he might say "
Water 3", indicating 3 words connected to his clue. The rest of his team make individual guesses in the game thread until they are incorrect, they pass, or they reach the maximum guesses for that turn. In this case, the team could guess up to four words.
Once a team wishes to make a guess, they should write the guess in
bold or write “official guess:” before their choice. Rules about researching of guesses can be found below.
A team may often wish to pass before their maximum number of guesses. The team must write the word
pass in bold or write “official pass” to end their turn, unless they have guessed the maximum number of times.
The color of the word is always revealed after an official guess. It is possible for a team to guess an opposing team’s word, or to guess the assassin word and end the game.
Important rules regarding clues and spymaster play
Absolutely no information should be conveyed by the spymaster except the clues themselves and the color of the guessed words. Saying something like “this is a stretch, but water – 3 is absolutely forbidden. Saying something like “we should probably pass now” is also forbidden.
Only one word is allowed as a clue. No hyphenated words. No acronyms. Proper nouns are allowed as long as they are only one word long.
Words must be real words and must be in English.
The clue word given by the spymaster must be related to the target words by its meaning. No rhyming clues, no alternate spellings, no clues related to the physical position of the word on the list.
Clue words can't be any of the unrevealed words on the word list, even words the spymaster is not trying to clue for. You can't cay a part of an unrevealed word on the board. "Break" as a clue is illegal if "breakdown" is on the board, for instance. This is the easiest rule to accidentally violate.
You CAN say a word on the board as a clue if it has been revealed.
Spymasters CAN research whatever they wish.
However, guessers CAN’T research proper nouns. It IS allowed to look up the meaning of words other than proper nouns in an online or physical dictionary.
Homographs and homophones Homographs (spelled the same but different pronunciations and meanings) are OK to use, as long as other rules are followed. "Bow" can clue for "ship" and "arrow." Homophones (different spellings and meanings, but same pronunciation) are OK to use. One could, for example, use "knight" to clue for "moon" and "armor." "Knight" is of course forbidden to clue for the actual word "night"
Advanced clues
There are a couple of advanced options for cluing, generally only used in desperate endgame situations.
A spymaster can say
“clue – unlimited” By this, the spymaster communicates that at least some, but not necessarily all, of the remaining words relate to the clue word. In this case, the spymaster’s team can guess as many times as they keep getting correct words. This tactic can be used to help the guessers find a few extra words while also cleaning up unguessed words from previous rounds.
The spymaster can also say
“clue – 0” This should indicate to the players that none of the remaining words relate to the clue word. Again, in this case their team can guess as many words as they wish, as long as they keep getting correct answers. This tactic can be used if the spymaster desperately needs the team to guess a few remaining words that can’t be linked by other means.
Generating the word list
A Google sheet has been made for forum play, and can be found at
this link. Decisions around exactly who will generate the randomized list and which team will play red and blue should be agreed upon by the players in advance.
Invalid clues
Invalid clues are penalized by the immediate loss of turn and the reveal of one of the opposite team’s words, as chosen by the opposing spymaster.
This rule set is designed to make the legal / illegal clue line as clear as possible. However, spymasters are encouraged to PM the opposing spymaster before posting any questionable clues. If the clue is agreed to be valid, it can then be posted.[