SKU: 59545682966

*A Grade* Codenames

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Description

*A Grade* CodenamesCodenames is a team based party game for 2 to 8 players. Two rival spymasters know the secret identities of 25 agents. Their teammates know the agents only by their 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 the right colour while avoiding those that belong to the opposing team. And everyone

Codenames is a team-based party game for 2 to 8 players. Two rival spymasters know the secret identities of 25 agents. Their teammates know the agents only by their 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 the right colour while avoiding those that belong to the opposing team. And everyone wants to avoid the assassin.

Teams take turns, on each turn, the spymaster gives a hint about their agents' identities by giving verbal hints about the words on the respective cards. Each hint may only consist of one single word and a number. The spymaster should give a hint that is related to as many of the words on their 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 assassin.

The hint's word can be chosen freely, as long as it is not (and doesn't contain) any of the words on the code name cards still showing at that time. (Code name cards will be covered as guesses are made; and covered words may be used as hints.) If the teams agree, two words that act as one might be permissible - such as "Taj Mahal" or "Sean Connery" or "New York" - but if a spymaster has any question about a hint they might give or about the meaning of any of the code name cards' words, they should simply ask the rival spymaster for a ruling, out of earshot of the field operatives.

Win or lose, it's fun to figure out the clues.

  • Ages 10+
  • 2-8 Players
  • 15 Minute Playing Time

VIDEO

BLOG: REVIEW

OK agents your mission briefing begins here. From now on everything you thought you knew about the world was in fact a lie. There are spies among us and they are not hiding in the shadows, but who are they?

Your neighbour? Your work colleague? The mad cat lady from number 47?

Who is friend? Who is foe?

What is worse is that there is an assassin is hiding in their midst.

We cannot risk a leak. Who do you trust? Your only true friends are your team. So your spymaster can only issue you with covert clues to help you identify those trusted agents out in the field. What intelligence we have to hand tells us that our enemy is in the same situation. Will you and your team be able to contact those agents and bring them in safely before the assassin strikes. Or will the opposing forces manage to recover their agents first? Time is critical

As always, should you or any of your force be caught or killed, the secretary will disavow any knowledge of your actions.

Mission Equipment?

Agent “X” due to the sensitive nature of this mission you will not be issued with the usual exploding pens, laser watches or bullet proof cars. We cannot risk exposure. Instead we will be issuing you with the following equipment:

  • Eight Red Agent Cards.
  • Eight Blue Agent Cards.
  • One Double Agent Card.
  • Seven Innocent Bystander Cards.
  • One Assassin Card.
  • 40 Key Cards.
  • 200 Double-Sided Codename Cards.
  • One Sand Timer.

OK team lets go.

Before you rush off Agent “X”. Be aware that the enemy can hear every word that is said and will be actively trying to feed false ideas and leads to your team. You have been warned!

Spymaster Calling

OK agents, listen very carefully I will say this only once. Once out in the field, all communication will be eavesdropped. So from this point on I will only be using the approved code to communicate. You and your team will need to decode the transmission to locate the relevant covert operatives and bring them in from the cold.

Wait what is that….

You have not been issued with the codebreaker?

Assassin on the loose?

Right, old school code-form it is then. As you know all agents are identified by one word codenames. I will issue you with one word and a number. You will use that to decide on the names of the agents I am referring to.

For example if I state “Flying 4," you will automatically know the four agents are, “Plane”, “Robin”, “Balloon” and “Saucer”. Due to all communication being tapped I will not be able to communicate outside those transmissions.

Be careful if you decode incorrectly, if you're lucky you will just point out an innocent bystander. If not, you might uncover one of the opposing spies or even worse the assassin, and he will wipe out your entire force. GAME OVER!

Sounds easy? Well it is not

You will be faced by 25 potential agents. Only the two Spymasters will know the true location of everyone. Using only one word and one number they will try to lead you to your agents, while avoiding the innocent bystanders or the dreaded assassin. You would think that would be easy to do? No one would give a clue that leads you to an instant lose, would they?

Normally no they would not. But that is the beauty of Codenames. Everyone thinks differently and because the spymaster is not allowed to talk, you are up against a tight time limit, the rest of your team is thinking of different words and the opposing team are trash talking and throwing out red herring suggestions to put you off.

All of a sudden Codenames becomes a lot more complex than a simple word guessing game.

Strategy or Luck?

There is not a lot of room for strategy in Codenames. In saying that do not think it is a game of luck either. Well not in the traditional sense. The luck and strategy all come together when you give your clue. Have you strategically picked the best one word clue linking as many of your agents together as possible without hinting at a random word?
Will you be lucky enough that the rest of the team are thinking like you? Here is an example.

Your clue is “White-3.” Your words are Black, Wash, Snow, Rabbit, Paper, Chocolate, Out.

………..

3

……..

2

…..

1

If you said Wash, Snow and Out? Well done you got all three correct. If not? Back to spy school you go. Yes the example I gave was mean because all of the words could be used with white. But hopefully you can see how tricky it can be to interpret the clue.

It is agonising watching as your teammates discuss selecting the assassin as an answer. I mean who would have picked “Skate” when the clues was “Bored”? Really I ask you.

Who is it for?

Codenames is a party game and is best suited for larger groups. I have played with four players all the way up to 12 and the more the merrier. Although, the more timid players might get a bit sidelined with the larger group sizes.

You can in theory play Codenames with just two players but in my opinion it just loses all of the attraction that a social deduction game can bring. I would suggest only playing with six or more players to get the best from the game and the social fun that can occur.

Final Thoughts on Codenames

Codenames is a great fun game for groups of six or more who are up for a bit of banter. It can be a good filler in-between some heavier games, allowing for some brain flexing in alternative way. Having played as a family game I have struggled to enjoy it as much. Although for a large family I could see it making its mark.

The components, while not mind blowing, are of a nice quality and given the number of words included you would struggle to play the same game twice. Codenames will remain fun and fresh as long as you enjoy the mechanics of the game with the right groups of people.

I personally am not a big fan of “social-party” style games but Codenames is the exception to the rule. It does not get to the table a lot but when it does it tends to stay there for a while.

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*Please note that all items within our outlet section contain a level of damage to the packaging, which in no way effects game play. A Grade products will arrive in their cellophane and have superficial damage to the box. Full descriptions of our grades can be found on our Outlet page, for more information please check our terms and conditions.

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Ed Train
Bozeman, US
★★★★★ 5
Superior Design!
Size: 6 Pairs / 12 pcs
Delivery was lightning fast. I tried a pack of two pairs of these banana jacks as a sample to see if these would meet my needs. The design of these plugs is superior. The design was exactly what I wanted because the speaker wire is secured with TWO set screws. Then I ordered an additional six pairs of plugs to hook up my subwoofer to my amp and speakers. (I feed the audio output from the amp to the sub. The sub has a crossover that keeps the low frequencies and sends the mid and treble frequencies to my bookshelf speakers.) I love the security of two set screws on each plug and love the barrel that screws on AFTER the wire is secured by the set screws. Most banana plugs have a hole through the shaft of the plug that receives the stripped wire. Then the barrel cover is screwed down to secure the wire in the plug. This design compresses the speaker wire but eventually the cap loses it grip and allows the connection between the wire and the plug to become loose. Then the transfer of the audio signal becomes poor and the speakers sound bad. Every month or two I needed to check all the banana plugs and re-tighten many of them for the best performance. The two set screws eliminate this problem. The set screws are quite small and take a little extra care in installation. You will need a small flat blade screwdriver to tighten them. I used the 1/8" flat blade driver from a set of jewelers screwdrivers. These well made plugs are a bit pricier that many of the banana plugs available but certainly not the priciest plugs available. For me, the slightly higher price was more than offset by the security of the wire within the plug. I'm not thrilled with the extra tight fit of the tip on the plugs into the jacks. It took a lot of effort to insert the in the jack. Actually I "greased" the pins (very sparingly) with with non-corrosion, conductive paste (Ox-Gard, No-Corrode, etc. Do NOT use any other grease.) Next time I'll use pliers to compress the pin. My only quibbles are that the spring pins that go into the jack are very tight and that the plugs are only sold in quantities of two pairs or 12 pairs. I recommend these banana plugs for all who are using the banana plugs and jacks for hooking up your speakers. It's a very convenient way of connecting speakers if your speakers and amplifier have the banana jack as part of the binding post. Further, it's much safer to use banana plugs since the possibility of shorting your amplifier with a stray strand of wire is practically zero. Easy Five Stars.
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Reviewed in the United States on April 13, 2018
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V88
Grantham, US
★★★★★ 5
Top banana
Size: 5 Pairs / 10 pcs
Theses banana plugs are hight quality non magnetic. Banana plugs easy to usexand very high quality sound different because of the better connection and quality.
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Reviewed in the United States on May 24, 2026
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Gummy Roach
San Leandro, US
★★★★★ 5
Very easy to use
Size: 12 Pairs / 24 pcs
I have an Onkyo audio/video receiver along with an Emotiva amplifier. Both have speaker "post" terminals which will accept banana plugs, OR I can connect the speaker wires by unscrewing the posts, poke the speaker wires into the terminals and then tighten the posts. The problem with poking the wires into the terminals and tightening the posts vs using banana plugs is that there is a risk of the wires touching the metal on the back of the chassis or touching other speaker wires, causing a short if one is not careful. With banana plugs, they simply plug into the back/top of the posts, eliminating the rsick of a short circuit. They can also be unplugged very easily if needed. Banana plugs are DEFINITELY the preferred way to connect speakers to an receiver or amplifier if they have post-style terminals. These particular banana plugs came in a package of 12 I believe. They were very reasonably priced, and simple to connect to the end of the speaker wires. Simply unscrew the banana plugs, use a small, standard jewelry screwdriver and loosen both of the set screws, insert the speaker wire, then tighten the set screws, and then screw the banana plug back together. The plugs have either a red band which would typically be used for your "Right" speakers, or a black band which would typically be used for the "left" speakers. The banana plugs insert into the top or front of the speaker terminal posts on the amp and receiver. They fit VERY snug, and so I did have to apply just a little bit of pressure in order to insert them into the posts, but once plugged in, rest assured they're not going anywhere. They are snug. I highly recommend these.
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Reviewed in the United States on January 2, 2025
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Larry V.
Draper, US
★★★★★ 5
Not cheap but also, not cheap!
Size: 2 Gauge Cable, Color: 20 ft Black + 20 ft Red
Came on time, as described and appears to be solid quality.
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Reviewed in the United States on May 14, 2026
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Hank
West Palm Beach, US
★★★★★ 5
Quality & Durability
Size: 2 Gauge Cable, Color: 20 ft Black + 20 ft Red
If you need cable for your power supply and ground. Look no further. This is quality from the copper to the insulation. I wasn't sure about buying wires off amazon but this is my new favorite. Done several trucks and they are holding up just fine.
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Reviewed in the United States on April 1, 2026

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