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Codenames Back to Hogwarts

On their turn, prefects give their team of students a clue consisting of a single word and a number suggesting how many cards are associated with that word.

Students must then follow these clues to explore Hogwarts by guessing the corresponding words and revealing one card at a time.

If they’re correct, they can keep guessing words up to the stated number of times.

If they encounter a card for the rival house, a dead end, locked door, or other obstacle, they’ll end their turn.

Take care not to get caught by groundskeeper Argus Filch, however, as that ends the game and marks a win for the rival house.

Every win also earns points for their house, which can be tracked across multiple play sessions in the House Cup.