If their first guess is right, the field operatives may continue to make guesses until they reach the guess limit or make a wrong guess, or they can instead choose to end their turn voluntarily. The field operatives of a team are required to make at least one guess per turn, risking a wrong guess and its consequences. It also determines the maximum number of guesses the field operatives may make on that turn, which is the stated number plus one. The number in the hint tells the field operatives how many words in the grid are related to the clue word. If the spymaster of a team gives an invalid clue (their clue is explicitly invalidated by the opposing team's spymaster), their turn ends immediately and, as a penalty, the opposing team's spymaster randomly covers a codename belonging to one of their agents before the start of their turn. Codename cards are covered as guesses, correct or otherwise, are made. The clue 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 codename cards still visible at the time. The clue has to be related to as many of the words on the team's own agents' cards as possible, but not to any others – lest the words accidentally lead them to choose a card representing an innocent bystander, an opposing agent, or the assassin. Each hint may only consist of one single word and a number. On each turn, the appropriate spymaster gives a verbal hint (also known as clue) about the words on the respective cards. The 'lights' on the edges of the key card indicate which team plays first and has to find nine agents of their own (the other team only has to find eight). The key card can be rotated at the spymasters' will before being put into a stand. The teams' spymasters are given a randomly-dealt key card showing a 5×5 grid of 25 squares of various colors, each corresponding to one of the codename cards on the table. A number of these words represent blue agents, a number represent red agents, one represents an assassin, and the rest represent innocent bystanders. Twenty-five codename cards, each bearing a word, are laid out in a 5×5 grid in random order. One player in each team is selected as the team's spymaster the rest become field operatives. Players are split into two teams: blue and red. The game is played with least four players, or any even number of players. Codenames is a game of guessing which codenames (i.e., words) in a set are related to a hint-word given by another player.
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