4–12 players · 15 min · Words

Spy Words: one-word clues, two rival teams

Spy Words is a team word game for clever clue-givers and over-thinking guessers. Twenty-five words sit on the board. Each team’s Spymaster knows which words belong to their agents and which one is the deadly trap. Using a single word and a number, the Spymaster tries to steer teammates to as many of their own words as possible, while the guessers argue over what on earth “Monsoon, 3” is supposed to mean. On PlayAdda the board, the secret key and the scoring all live in the browser, so you only need a call and a link.

Start a Spy Words match
Best on a call: four or more players, two teams.
Start Spy Words

Setup

  1. Tap Start Spy Words, enter your name and share the code. You need at least four players.
  2. Players alternate between Red and Blue by join order. The first player on each team becomes its Spymaster.
  3. The host taps Start game. Twenty-five words appear. The starting team, chosen at random, has nine agents to find; the other team has eight. Seven words are innocent bystanders, and one is the trap.

How a turn works

The team whose turn it is begins with its Spymaster, who types a one-word clue and picks a number, for example “Cricket, 2”. The number says how many words on the board relate to the clue. Then the guessers on that team tap words one at a time:

A team may make up to the clue number plus one guess per turn; the extra guess lets you catch up on a word you missed earlier. You can tap End turn at any time to stop safely. The first team to reveal all of its agents wins, even if the other team revealed the last one for them.

Clue rules

A clue is one word, plus a number from 0 to 9. It may not be a word that is still showing on the board, nor part of one. It should be about meaning: rhymes, letter counts and board positions are not allowed. Proper nouns and well-known compound words are fine if your group agrees. Spymasters should keep a poker face and not react when guessers talk; on a video call, that is the hardest part.

Tips for Spymasters

Tips for guessers

Frequently asked questions

Is Spy Words the same as Codenames?

Spy Words is PlayAdda’s own team word-association game with an original word list. Codenames is a trademark of Czech Games Edition; this game is not affiliated with or endorsed by them.

How many players do I need?

At least four: two per team, so each team has a Spymaster and at least one guesser. Up to twelve can play. It works best on a voice or video call, so teammates can discuss their guesses out loud.

How are teams and Spymasters picked?

Players alternate between Red and Blue in the order they joined the room. The first player on each team is that team’s Spymaster. To change teams or Spymasters, players can leave and rejoin in the order you want.

What clues are allowed?

One word and one number. The word must not be one of the words still visible on the board, and it should relate to meaning, not to spelling or position. The app blocks clues that match a visible word; the rest is up to your group’s honesty.

What does a clue number of 0 mean?

A zero clue means “none of our words relate to this”. It lets your team guess as many words as it likes, which is handy for steering them away from a dangerous word.

Can guessers see the key?

No. Only Spymasters see the coloured key on their screens. As with every game here, the state travels between browsers, so someone could technically dig into developer tools. Play with people you trust.

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