What happens if a spymaster gives an invalid clue in Codenames?
The clue-giver's team loses the rest of its turn without guessing, and the other spymaster gets to cover one of their own team's words for free. The other spymaster can waive this, and a bad clue that nobody spots until later stands.
The rule:
In Codenames, an invalid clue ends the clue-giver’s team’s turn without any guesses, and the opposing spymaster may cover one of their own team’s words for free, unless they choose to allow the clue or nobody spots it until later.
If a clue breaks the rules:
- The clue-giver’s team loses the rest of its turn. Its operatives don’t guess.
- The opposing spymaster may cover one of their own team’s words, a free agent found.
- Then the opposing team takes its turn as normal.
Two ways it doesn’t apply:
- The opposing spymaster decides the clue did no harm and allows it. It’s then valid.
- Nobody spots the problem until later. The clue stands.
To avoid it, a spymaster who isn’t sure can quietly ask the other spymaster before giving the clue.
Example:
DIAMOND is still uncovered and the red spymaster says diamonds: 2. Blue objects. Red's turn ends with no guesses, and the blue spymaster covers one blue word before giving their own clue.
Why players argue about it:
Without a clear penalty, groups either argue for ages or let everything slide. The rulebook gives a simple fix and lets the other team waive it.