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Code Words

Two teams, 25 words and two spymasters who know which word belongs to whom. A spymaster gives one word and a number as a clue, and their team has to find their own agents without touching the assassin.

How to play

A word-and-clue game for four or more; the more the better. One screen in the middle and one phone per spymaster.

  1. Split into two teams and pick a spymaster for each. Spymasters sit together, facing their teams.
  2. Deal a board. Spymasters enter the game code on their own phones and see which word belongs to which team.
  3. The team that goes first has 9 agents on the board, the other team 8. Seven words are bystanders and one is the assassin.
  4. On each turn the spymaster says one word and one number only: “fruit, 2” means two of their team’s words connect to fruit. No pointing, no faces, and no saying a word that is on the board.
  5. The team talks it over and touches words one at a time. Their own agent: keep going, up to one more than the clue’s number. A bystander or a rival agent: the turn passes. The assassin: they lose on the spot.
  6. A team can end its turn whenever it likes. The first team to find all its agents wins, even if the rivals touched the last one for them.

357 English words, 340 Persian words and 285 Kurdish (Sorani) words; each board draws 25 at random. The best ones mean two things, like “bank” or “spring”.

The game in progress stays in this browser only and nothing is sent anywhere. The spymasters’ key is rebuilt from the same code on their phones, with no server involved.

Mis-taps happen, and “Undo” is there for them. Just agree at the table not to use it to take back an honest guess.