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Two rival spymasters know the secret identities of 36 agents. Their teammates know the agents only by their CODENAMES.
In Codenames, two teams compete to see who can make contact with all of their agents first. Spymasters give one-word clues that can point to multiple words on the board. Their teammates try to guess words of their team, whilst avoiding those that belong to the opposing team. And everyone wants to avoid the assassin as that's an instant loss!
Codenames: Win or lose, it's fun to figure out the clues!
Hello everyone, and welcome to my latest non-mafia game. As you can probably tell by the title, this is another version of the codenames games I have ran before on the forum, based on the board game of the same name. This is the fourth edition that I have ran, and the third Pokemon edition I have ran. If you would like an idea of how to play, or are just curious you can check out the older games here:
I II III
The rules are below, if you are not interested in looking at the older games!
Codenames is a fun, yet simple puzzle game where anyone can play! It is quite low maintenance, and can be a fun brain teaser depending on what clues your team-mates give.
After communicating with your team, (in-thread) you must mention myself, with the guesses you want Bolded aswell as in the order you want them guessed in. The guesses are taken in the order they are provided. This means that if you guess Red, Blue, Green but Red wasn't correct, you would not be able to get Blue and Green as the turn would be over.
Spymasters must also mention myself and their team mates when they post their clue.
Turns will be 48 hours long, but will end earlier if guessed before the 48 hours is up.
There will be a poll attached, please only vote if you are participating in the game.
This poll will allow you guys to choose whether you want fully random teams per round, or if you want static teams. We can start as little as four, though I would prefer six at a minimum if activity allows it.
Please do ask questions if you are unsure about anything! There is easily a possibility where i've missed something or not explained something too well. The game is simple enough and as mentioned you can refer to the past games if necessary to get a quick idea!
As the teams are Plasma and Neo Plasma, you can assume we will be using words up to generation five. However, my list is hand-made and therefore may include words that are from future generations.
In Codenames, two teams compete to see who can make contact with all of their agents first. Spymasters give one-word clues that can point to multiple words on the board. Their teammates try to guess words of their team, whilst avoiding those that belong to the opposing team. And everyone wants to avoid the assassin as that's an instant loss!
Codenames: Win or lose, it's fun to figure out the clues!
Hello everyone, and welcome to my latest non-mafia game. As you can probably tell by the title, this is another version of the codenames games I have ran before on the forum, based on the board game of the same name. This is the fourth edition that I have ran, and the third Pokemon edition I have ran. If you would like an idea of how to play, or are just curious you can check out the older games here:
I II III
The rules are below, if you are not interested in looking at the older games!
Codenames is a fun, yet simple puzzle game where anyone can play! It is quite low maintenance, and can be a fun brain teaser depending on what clues your team-mates give.
Players split into two teams: Team Plasma & Team Neo Plasma. One player of each team is selected as the team's spymaster; the others are field operatives.
36 code name cards, each bearing a word, are laid out in a 6x6 rectangular grid, in random order. A number of these words represent Plasma (or blue) agents, Neo Plasma (or red) agents, one represents The Protagonist, and the others represent innocent bystanders.
The teams' spymasters are given a randomly-dealt map card showing a 6x6 grid of 36 squares of various colours, each corresponding to one of the code name cards on the table. Teams take turns. On each turn, the appropriate spymaster gives a verbal hint about the words on the respective cards. Each hint may only consist of one single word and a number. The spymaster gives a hint that is related to as many of the words on his/her own agents' cards as possible, but not to any others – lest they accidentally lead their team to choose a card representing an innocent bystander, an opposing agent, or the protagonist.
The hint's word can be chosen freely, as long as it is not (and does not contain) any of the words on the code name cards still showing at that time, rhyming words are not allowed.
We are playing this game with one-word clues, no abbreviations and no hyphenates. If you are unsure on if you can use a certain word, take a look at the board, if it isn't on there already, you can most likely use it as a clue. If you are further unsure beyond this point feel free to give me a PM and I can confirm for you
The hint's number tells the field operatives how many words in the grid are related to the word of the clue. It also determines the maximum number of guesses the field operatives may make on that turn. They may also end their turn voluntarily at any point thereafter.
For example, lets say two words you're looking for are Stream and River, your hint could be Water + 2, which means you have two guesses to find the words. You may not choose any number more than 5 for your guesses. In another situation, lets say you have been given a clue you do not know the answer too, you can simply pass so you do not potentially hit the assassin / protagonist. Other than clues being given, no more communication between the spymasters and the players can be had.
When a code name card is pointed out, I will highlight the text with the correct colour to symbolise that it has been guessed such as Plasma, Neo Plasma, Bystander.
If the assassin / protagonist is pointed out, the game ends immediately, with the team who identified him losing. If an agent of the other team is pointed out, the turn ends immediately, and that other team is also one agent closer to winning. If an innocent bystander is pointed out, the turn simply ends.
36 code name cards, each bearing a word, are laid out in a 6x6 rectangular grid, in random order. A number of these words represent Plasma (or blue) agents, Neo Plasma (or red) agents, one represents The Protagonist, and the others represent innocent bystanders.
The teams' spymasters are given a randomly-dealt map card showing a 6x6 grid of 36 squares of various colours, each corresponding to one of the code name cards on the table. Teams take turns. On each turn, the appropriate spymaster gives a verbal hint about the words on the respective cards. Each hint may only consist of one single word and a number. The spymaster gives a hint that is related to as many of the words on his/her own agents' cards as possible, but not to any others – lest they accidentally lead their team to choose a card representing an innocent bystander, an opposing agent, or the protagonist.
The hint's word can be chosen freely, as long as it is not (and does not contain) any of the words on the code name cards still showing at that time, rhyming words are not allowed.
We are playing this game with one-word clues, no abbreviations and no hyphenates. If you are unsure on if you can use a certain word, take a look at the board, if it isn't on there already, you can most likely use it as a clue. If you are further unsure beyond this point feel free to give me a PM and I can confirm for you
The hint's number tells the field operatives how many words in the grid are related to the word of the clue. It also determines the maximum number of guesses the field operatives may make on that turn. They may also end their turn voluntarily at any point thereafter.
For example, lets say two words you're looking for are Stream and River, your hint could be Water + 2, which means you have two guesses to find the words. You may not choose any number more than 5 for your guesses. In another situation, lets say you have been given a clue you do not know the answer too, you can simply pass so you do not potentially hit the assassin / protagonist. Other than clues being given, no more communication between the spymasters and the players can be had.
When a code name card is pointed out, I will highlight the text with the correct colour to symbolise that it has been guessed such as Plasma, Neo Plasma, Bystander.
If the assassin / protagonist is pointed out, the game ends immediately, with the team who identified him losing. If an agent of the other team is pointed out, the turn ends immediately, and that other team is also one agent closer to winning. If an innocent bystander is pointed out, the turn simply ends.
Spymasters must also mention myself and their team mates when they post their clue.
Turns will be 48 hours long, but will end earlier if guessed before the 48 hours is up.
There will be a poll attached, please only vote if you are participating in the game.
This poll will allow you guys to choose whether you want fully random teams per round, or if you want static teams. We can start as little as four, though I would prefer six at a minimum if activity allows it.
1. @Ness
2. @Quasar_Catfish
3. @DawningWinds
4. @JamieIsBored
5. @MegaPod
6. @Divergent
7. @Jinjo
8. @Pika_pika42
2. @Quasar_Catfish
3. @DawningWinds
4. @JamieIsBored
5. @MegaPod
6. @Divergent
7. @Jinjo
8. @Pika_pika42
Please do ask questions if you are unsure about anything! There is easily a possibility where i've missed something or not explained something too well. The game is simple enough and as mentioned you can refer to the past games if necessary to get a quick idea!
As the teams are Plasma and Neo Plasma, you can assume we will be using words up to generation five. However, my list is hand-made and therefore may include words that are from future generations.
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