Source: GOTO Nights London

Codenames Game Night

** PLEASE REGISTER HERE**
https://trifork.zoom.us/meeting/register/tJAkf-ysqj8sHNOquPK6qQPeR7OK6XVrrZDB

--

Join us Friday, March 5, at 3pm GMT for a fun game night!

We want to start connecting and engaging more with our community, so besides our usual meetups we want to invite you all for a game night on the first Friday of every month starting with March!

Location: Zoom
Game: Codenames
Host: GOTO will be around to kickstart the game and split attendees into teams

WHAT IS CODENAMES ALL ABOUT?

Two teams compete by each having a "spymaster" give one-word clues that can point to multiple words on the board. The other players on the team attempt to guess their team's words while avoiding the words of the other team.

--

RULES OF THE GAME

Note: We'll also explain the rules during the event, but having some prior knowledge on how it all works will give you an upper hand.

Codenames is a game of guessing which codenames (i.e., words) in a set are related to a hint-word given by another player.

Players split into two teams: red and blue. One player of each team is selected as the team's spymaster; the others are field operatives.

Twenty-five Codename cards, each bearing a word, are laid out in a 5×5 rectangular grid, in random order. A number of these words represent red agents, a number represent blue agents, one represents an assassin, and the others represent innocent bystanders.

The teams' spymasters are given a randomly-dealt map card showing a 5×5 grid of 25 squares of various colors, each corresponding to one of the code name cards on the table. Teams take turns. On each turn, the appropriate spymaster gives a verbal hint about the words on the respective cards. Each hint may only consist of one single word and a number. The spymaster gives a hint that is related to as many of the words on his/her 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 does not contain, nor is contained in) any of the words on the code name cards still showing at that time. Code name cards are covered as guesses are made.

The hint's number tells the field operatives how many words in the grid are related to the word of the clue. It also determines the maximum number of guesses the field operatives may make on that turn, which is the hint's number plus one. Field operatives must make at least one guess per turn, risking a wrong guess and its consequences. They may also end their turn voluntarily at any point thereafter.

After a spymaster gives the hint with its word and number, their field operatives make guesses about which code name cards bear words related to the hint and point them out, one at a time. When a code name card is pointed out, the spymaster covers that card with an appropriate identity card – a blue agent card, a red agent card, an innocent bystander card, or the assassin card – as indicated on the spymasters' map of the grid. If the assassin is pointed out, the game ends immediately, with the team who identified him losing. If an agent of the other team is pointed out, the turn ends immediately, and that other team is also one agent closer to winning. If an innocent bystander is pointed out, the turn simply ends.

The game ends when all of one team's agents are identified (winning the game for that team), or when one team has identified the assassin (losing the game).

Check it out for yourself and read more about Codenames here: https://codenames.game/

See you on the 5th!

--

** PLEASE REGISTER HERE**
https://trifork.zoom.us/meeting/register/tJAkf-ysqj8sHNOquPK6qQPeR7OK6XVrrZDB

Newsletter
  • Get the latest DevOps jobs, events and curated articles straight to your inbox, once a week

  • Community Partners