Word Game
Two teams. Two spymasters. One-word clues. Find your agents on the board before the other team finds theirs — and never touch the assassin.
The setup
Twenty-five word cards sit face up in a 5×5 grid. Nine belong to the starting team, eight to the other, seven are bystanders, and one is the assassin. Only the two spymasters can see which is which.
Giving and cracking clues
On a team's turn its spymaster says one word and a number — for example “ocean 2” to link two of their words. The guessers then tap cards. Hit one of your own and you keep going; hit a bystander or an enemy word and your turn ends; hit the assassin and you lose on the spot. First team to find all of their agents wins.
Rooms and teams
Make a private room by code or open a public one. In the lobby players pick Red or Blue and one person per team becomes the spymaster. The host can shuffle teams and set an optional turn timer.
Frequently asked questions
How many players do I need?
At least four: a spymaster and a guesser on each of the two teams. It scales up to ten, with extra players joining as guessers.
What is the spymaster’s job?
The spymaster sees which words on the 5×5 board belong to their team. On their turn they give a single-word clue plus a number, hinting at that many of their team’s words at once.
What is the assassin?
One hidden word ends the game instantly for the team that picks it. Clues have to steer guessers around it.
Is there a timer?
Optional. The host can leave turns untimed or set a 60, 90 or 120 second limit per turn.
Is this like Codenames?
It is a word-association party game in that spirit — two teams, secret keys, one-word clues — built into NameThat with our own English word cards and design.
Do I need an account?
No sign-up. Create a room, share the code, pick teams, play.