Board Game Review:

Codenames

Code Names game box

Table of Contents

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Game Overview

Type: Semi-Cooperative

Players: 4+

Overview: This team-based word game challenges players to associate words by concept and category. Then, they must consider the perspective of their teammates and determine how best to communicate these relationships to them in a single word. Codenames supports the development of theory of mind, working memory, and visual scanning.

Recommended Age:  10+

Length: ~15 – 30 minutes

Skill Targets:

  • Executive functioning skills
  • Visual-spatial skills
  • Social-emotional skills

Learning Targets:

  • English Language Arts

Description: In the original game, two rival spymasters know the secret identities of 25 agents. Their teammates know the agents only by their codenames, which are represented by 25 cards laid face-up on the table.

The teams compete to see who can make contact with all of their agents first. On their respective turns, Spymasters give one-word clues followed by a number (one, two, three, etc.) that can point to multiple words on the table. Their teammates try to guess words of their color while avoiding those that belong to the opposing team. In addition to the red and blue team agents, there are neutral cards which do not give points to either team. Hiding among the twenty-five cards is the assassin – if your team guesses it, you automatically lose! 

Variants: There are several different styles and themes for Codenames which change some of the look and content of the game but do not significantly change the mechanics.

  • Code Names Pictures – This version removes the reading requirement which may be beneficial for some children or players, or when playing with a diverse age group such as parents with multiple children.
code names duet box cover
  • Code Names Duet – This version is designed for 2 players and can be useful in a 1:1 therapy session or for a single parent with their child.
xxl codenames box
  • Code Names XXL  – Recommended – This version uses an inclusive design which features much larger writing and cards. Of all of the different themes and versions, I recommend this one as the best overall purchase.  It is helpful for those with low vision and I also have found it works well for larger groups such as in a classroom setting. If you are using some of my tips (below) for playing Code Names to enhance gross motor skills or target sensory processing, I also think the large-text version is preferable to the standard size. The XXL version comes in Original XXL, Pictures XXL, and Duet XXL versions.
  • Code Names Disney – If your child is a fan of Disney, consider picking up this version. One really great feature of this version in comparison to the original is that the cards are double-sided: one side has pictures and the other side has words. Of all the versions, this is probably the best pick for families.
  • Code Names Harry Potter – If you have a Potterhead, this is the version for you! As with the Disney theme, the Harry Potter version has double-sided cards with words / pictures. Additionally, this version is fully cooperative. Instead of there being two teams that race to find secret operatives among the grid of cards on the table, in Codenames: Harry Potter, the two teams work together to discover all the members of the Order of the Phoenix while avoiding the death eaters. Lastly, this is the only variant of Codenames that adds a new mechanic: missions. Players can choose to complete missions of varying difficulty and record their progress on mission logs. For fans of campaign-style or legacy games (like Pandemic or Charterstone) this can extend the fun of playing the game across many weeks or months.
  • Code Names Marvel – This version is probably less useful than the other options because most children will not understand or recognize the content. It might be a good niche pick for a target audience of teenagers or adults, however. As with the Disney version, the cards are square instead of rectangular and are double-sided with words / images.
code names undercover box
  • Code Names Deep UndercoverWARNING: Adult only (NSFW) I do NOT recommend this version for therapy.
How to Play
Therapeutic & Educational Applications

Here are some suggestions for how to use Code Names for specific learning and therapeutic goals.

Make it easier:

  • Allow 2 or 3 word clues
  • Create lists for each team and include their code words, their opponent’s code words, the neutral code words, and the assassin
  • Before starting play, have Spymasters create a list of ideas (at least one for each code name) for clues to give their teammates
  • Have two Spymasters per team and pair those of different abilities

Make it harder:

  • Add a timer for both Spymaster and player turns
  • Blindfold the clue-giver to prevent any non-verbal communication (table talk)

Target executive functioning:

  • (working memory) On each turn, the clue giver gets 30 – 120 seconds (depending on age / ability) to view the board before they must be blindfolded (this also makes the game harder, above)

Target visual-spatial skills:

  • (visual-perceptual skills, motor coordination skills) The clue giver draws their clue (in the style of Pictionary) on a horizontal (easier) or vertical (harder) surface

Target motor skills:

  • Play the game on a swing, therapy ball, or scooter. Have players take their turns while swinging, scooting, or laying prone on the ball
  • Play the game in a gym and put each code name card at a different station. Before the card can be viewed, the players must perform the exercise or activity at the station (example gross motor: jumping jacks, jump rope, etc. ; example fine motor: puzzle, block tower, etc.)
  • For children working on handwriting, have them write out the word from the clue on lined paper. Clue cards are written in all capitals, so this can be a good way to challenge children working on their lower-case letters without a visual model for reference (but who need help with spelling).

Target social-emotional skills:

  • For each turn, players share or answer a social question (check out my Social Emotional Question Prompts Bundle with questions for all ages!)
  • Have players act out the clue instead of saying the word

Target sensory processing:

  • (tactile sensitivity)  Lay the cards on a cookie sheet and cover them with a dry good (rice, beans, etc.). Players will have to gently move the dry food in order to see the cards hidden underneath
  • (vestibular-proprioceptive-ocular) Put the cards on a vertical surface about 3-6 feet away from players. Have the players lay supine (on their backs) across a yoga ball with their feet wide to maintain balance. In-between selection of each card, have them lean back and then roll forward (sort of like a crunch on a ball) to challenge three sensory systems at once.

Target math skills:

  • On each turn, have players answer an appropriate math problem which matches their ability level before providing a clue
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