Party games
Codeword Grid
Two teams, one-word clues and a hidden assassin. A room for 4–8 players.
Share a room code and play with friends.
Party games
Two teams, one-word clues and a hidden assassin. A room for 4–8 players.
Share a room code and play with friends.
Rooms expire 24 hours after the last action. Refresh to reconnect; leaving ends the current game.
A player left. This game has ended.
Choose teams after starting. The first player chooses word language and one clue giver per team. Each team needs two people; sizes differ by at most one. Both clue givers see the secret key; others see only 25 words. The random starting team has 9 targets, the other 8, plus 7 bystanders and 1 assassin. Give one clue word and a number. Operatives must guess at least once, may continue after their own word, and get up to number plus one guesses. A bystander or enemy word ends the turn; the assassin loses immediately. First team with all targets revealed wins, including an enemy revealing its last word. Zero and unlimited clues allow unlimited correct guesses. Use meanings, not visible words, translations, word families, letters or positions. Before any guess the opposing clue giver may rule a clue invalid, reveal one own target as a penalty and take the turn; discuss disputes first. Original word bank, art and web house rules.
Rooms expire 24 hours after the last action. Refresh to reconnect; leaving ends the current game.
Original rules ↗