Word Codes

Two teams race to find their own words: the clue-giver holds to peek at the key, gives one word and a number, and teammates flip from a 5×5 grid — touch the trap and you lose

2-3 co-op / 4+ versusWord & Role CardsNo download · No sign-up

How to play

  1. Split into two teams and pick clue-givers: A 5×5 board is dealt the moment the page opens — no rooms, no sign-up. Split into the Amber and Teal teams with one clue-giver each; everyone else guesses. With only two or three people, switch to Co-op and play together as Amber against a rival that flips its own cards automatically.
  2. Hold to peek at the key, then give one word and a number: The clue-giver picks up the phone and holds “Hold to see the key”. After 0.4 seconds the board lights up with every card's owner and the trap; letting go hides it in the same frame. Find one word that links several of your cards, set the number (∞ means no limit), optionally type the word, tap Give clue and put the phone back on the table.
  3. Select, flip, keep going or pass the turn: Guessers tap a card to select it, then press Flip. Your own card scores and you may continue, up to number + 1 flips; a bystander or an opponent card ends the turn; the trap loses the game on the spot. The first team to find all its words wins, and the result screen replays every clue.

Rules & variants

Everything rests on one word and one number: the clue-giver says a clue and a number n meaning “n of our cards relate to this”. Guessers may flip up to n + 1 cards this turn — the extra flip lets you pick up a word you missed earlier. Choose ∞ to remove the limit when you want to sweep up several leftovers at once.

The board has 25 cards: 9 for the starting team, 8 for the other, 7 bystanders and 1 trap. The starting team comes from the game code and gets the extra card. Flipping your own card scores and you continue; an opponent card gives them the point and ends your turn; a bystander ends your turn; the trap makes your team lose immediately, however far ahead you are.

Flipping takes two steps: tap a card to select it (it lifts and takes your team colour), then press Flip. Tap it again to deselect or tap another card to switch. End turn sits on the left and Flip on the right, and you must guess at least once before ending, so a stray tap never costs a turn.

Clue rules: one word only; it can't be an unflipped board word, contain one, or be contained in one — a typed clue is checked automatically and the conflicting word is named. No rhymes, spelling tricks, letter counts or position hints. If the other team thinks a spoken clue broke the rules, they can call a foul: the turn ends and one of the calling team's unflipped cards is revealed as a bonus.

Co-op is for two or three players: everyone is the Amber team and the page plays Teal. On Standard the rival flips one of its own cards after every turn, on Easy after every second turn. Find all 9 Amber cards before the rival finds its 8 — and before anyone flips the trap. The result shows how many turns you needed, and your best per level is kept on this device.

The key exists only while you hold: it appears after 0.4 seconds and disappears the moment you let go, slide off or switch apps, and once the clue is given there is no way to peek for the rest of the turn. While peeking, every card shows its owner colour and shape, and a list groups the trap, your remaining words and theirs. Each owner has a shape (◆ Amber, ● Teal, — bystander, ✕ trap) so colour-blind players can read the board.

Every board has a game code. Copy the game link from the result screen or menu and friends get the same board and key. “Same board again” replays the current deal; “Play again” deals new words and avoids the words from your last three boards. Switch between the Everyday and All word lists in Settings.

FAQ

How do you play Word Codes? What are the rules?
Each team has a clue-giver who peeks at the secret key and gives one word plus a number to steer teammates toward their cards on a 5×5 grid. A correct flip lets you keep going, up to number + 1; a bystander or opponent card ends the turn; the trap loses the game. First team to find all its words wins.
Can you play a Codenames-style game with 2 or 3 players?
Yes — use Co-op mode. Everyone plays the Amber team together while the page plays the rival, flipping one of its own cards every turn on Standard or every second turn on Easy. You win by finding all 9 of your words before the rival finds its 8, without touching the trap.
What makes a good one-word clue? Tips for the spymaster
Look for an idea that links two or three of your words and stays far away from the trap, then pick the number. A safe “fruit 2” beats a stretched clue for four. Keep the number modest and use ∞ or the extra flip later to collect leftovers; if a clue brushes against the trap word, give one fewer.
What counts as an illegal clue in a word association game like this?
A clue must be one word that isn't an unflipped board word or part of one, with no rhymes, spelling tricks, letter counts or position hints, and no hinting with faces or gestures. Typed clues are checked automatically; if a spoken clue is disputed, the other team can call a foul to end the turn and earn a bonus card.
What happens if you flip the trap card?
The team that flips the trap loses immediately, no matter how many words it has found or how many guesses it has left. In Versus the other team wins; in Co-op the game is lost. Check the trap before giving any clue, and when a guess feels risky, ending the turn is usually the better call.

For fun only · all board words are our own; whether a spoken clue is fair is up to the players at the table

Last updated: 2026-10-07 · Saved on this device only