In Code Word the table splits into two teams, Red and Blue, around a grid of 25 words: “bark”, “pitch”, “crane”, “seal”… Each team has a spymaster, and only the spymasters see the key that shows which words belong to which team.
On their turn the spymaster gives one word and a number: “Ocean 2”. Teammates tap cards to mark them, argue it out and open them. Hit your own word and you keep going; a neutral or enemy word ends the turn. And somewhere on the board hides the assassin: flip it and your team loses on the spot.
Words with several meanings make the best moments. Built for fans of Codenames-style games; Toyla is independent and not affiliated with Codenames or its publisher. Create a room, share the link, and 4-12 players join from a phone or computer.
Two teams with one spymaster each; the role rotates every game
400 words per language, picked for double meanings
The key only appears on spymasters' screens, so no peeking
Teammates' marks show live; a card flips with “Open”
Optional turn timer; free, no sign-up, no download
How to play
Goal
Two teams: Red and Blue. There are 25 words on the table.
The starting team has 9 words, the other 8. 7 words are neutral, 1 is the assassin.
The team that uncovers all its words first wins.
Spymaster
Each team has one spymaster. Only spymasters can see who owns each card.
On their turn the spymaster types ONE word and a number: “Ocean 2” = two of our words are about the ocean.
A word on the board, or a form of it, can't be a clue.
After the clue, the spymaster stays quiet. No hints, no faces.
Guessing
Teammates tap a card to mark it; the whole team sees the marks.
Anyone can press “Open” on a marked card to flip it.
An opened card gets covered in its owner's colour and shape, so the remaining words stand out. Press and hold it, or tap “Show opened”, to read the word again.
Your own word? Keep going: you can open up to the clue number plus one.
A neutral or enemy card ends the turn. After one card you may also end it yourselves.
Assassin
The team that flips the assassin loses immediately.
Flip the other team's last word and they win.
When the game ends the whole key is shown. Play again and new spymasters take over.
FAQ
How do you play?
Create a room, share the link, pick Code Word and split into two teams. The spymaster gives a one-word clue and a number, and the team tries to find that many words. First team to uncover all its words wins.
How many players?
4 to 12, with at least 2 on each team. Players pick their team in the lobby and the host can shuffle with one tap.
How is the spymaster chosen?
Volunteer in the lobby or let the host pick. If nobody is chosen, one is assigned in turn at the start, and “Play again” passes the role to the next teammate.
Is it the same as Codenames?
It is inspired by the same classic idea: teams, clues and a secret key. The words and rules are Toyla's own; Toyla is independent and not affiliated with Codenames or its publisher.