hagmania
Footballguy
TL;DR this is a popular board game that plays like team Password. Need at least 8 people to start, split between two teams. I'll handle the administration of the first game, but this is able to be ran whenever without a third-party moderator.
Welcome back to another installment of the FBG FFA Bored Game Series!
It's Memorial Day weekend, and I, like a complete boob, didn't take today off. It is going to be criminally slow in the office.
Anyone want to play some Codenames?
Complete Rules:
Welcome back to another installment of the FBG FFA Bored Game Series!
It's Memorial Day weekend, and I, like a complete boob, didn't take today off. It is going to be criminally slow in the office.
Anyone want to play some Codenames?
Complete Rules:
• Players are separated into two teams, a Red and Blue team.
• A list of 25 Codenames will be shown in random order.
• These are the codenames for agents working in the field and the object is to find all the agents of your color.
• The team who goes first must find 9 agents.
• The team who goes second must find 8 agents.
• There is a single Assassin which does not go with either team. If a team guesses the Assassin, they automatically lose!
• The Spymasters know which agents go with which teams.
• On a team's turn, their Spymaster will give a one-word clue along with a number to get their teammates to guess their agents. The number refers to the number of Codewords that their clue refers to. This clue will be Bolded in the thread by the Spymaster.
• Then all players are free to discuss the clue and decide which Codewords go with the clue.
• Each guess is done one a time. If your first guess is correct (ie matches one of your team’s agents), then you get to go again. You may continue up to the Spymaster number +1. Official guesses are bolded.
• If you hit an agent from the other team or a neutral agent, your turn is immediately over.
• If you hit the Assassin, you lose the game immediately.
• After making their first guess, a team can pass if they choose.
• Play continues until one team finds all their agents or somebody loses by picking the Assassin.
• Your clue cannot be any of the Codenames, nor can it be any form of any of the Codenames.
• Your clue must be about the meaning of the words. You can't use your clue to talk about the letters in a word or its position on the table.
• If the opposing spymaster allows it, the clue is valid. If you aren't sure, ask your opponent.
• A spymaster may give a clue along with a number of 0. This means that none of the codenames for that team relate to that clue. In this case, the team may guess as many times as they'd like before they pass, but must guess at least once.
• A spymaster may give a clue along with a number of INFINITE. This means that one or more of the codenames for that team relates to that clue. In this case, the team may guess as many times as they'd like before they pass, but must guess at least once.
• A list of 25 Codenames will be shown in random order.
• These are the codenames for agents working in the field and the object is to find all the agents of your color.
• The team who goes first must find 9 agents.
• The team who goes second must find 8 agents.
• There is a single Assassin which does not go with either team. If a team guesses the Assassin, they automatically lose!
• The Spymasters know which agents go with which teams.
• On a team's turn, their Spymaster will give a one-word clue along with a number to get their teammates to guess their agents. The number refers to the number of Codewords that their clue refers to. This clue will be Bolded in the thread by the Spymaster.
• Then all players are free to discuss the clue and decide which Codewords go with the clue.
• Each guess is done one a time. If your first guess is correct (ie matches one of your team’s agents), then you get to go again. You may continue up to the Spymaster number +1. Official guesses are bolded.
• If you hit an agent from the other team or a neutral agent, your turn is immediately over.
• If you hit the Assassin, you lose the game immediately.
• After making their first guess, a team can pass if they choose.
• Play continues until one team finds all their agents or somebody loses by picking the Assassin.
• Your clue cannot be any of the Codenames, nor can it be any form of any of the Codenames.
• Your clue must be about the meaning of the words. You can't use your clue to talk about the letters in a word or its position on the table.
• If the opposing spymaster allows it, the clue is valid. If you aren't sure, ask your opponent.
• A spymaster may give a clue along with a number of 0. This means that none of the codenames for that team relate to that clue. In this case, the team may guess as many times as they'd like before they pass, but must guess at least once.
• A spymaster may give a clue along with a number of INFINITE. This means that one or more of the codenames for that team relates to that clue. In this case, the team may guess as many times as they'd like before they pass, but must guess at least once.
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