Codenames: Pictures
Players: 2-8
Playing Time: 15 minutes
Designer: Vlaada Chvátil
Publisher: Czech Games Edition
The shift from words to pictures in Codenames: Pictures had a big impact on the gameplay… and not fully for the better. I found that while forming clues is easier, the creative challenge of the original was lost.
Pros
- Still delivers the fun and tension of the Codenames formula
- Simplifies clue-giving, making it easier for casual players
- Striking surreal artwork adds a unique visual appeal
Cons
- Less creativity required for clues, which can feel less rewarding
- Artwork can be tricky to interpret at a glance
Love our reviews? Buying through our links earns us a small commission at zero extra cost to you, helping us table the next big release! Full disclosure here.
A year after the wildly successful release of Codenames, the team behind it gave us a fresh spin: Codenames: Pictures. This stand-alone expansion keeps the design of the original but trades in words for surreal artwork. Think of it as Codenames with a splash of Dixit, and a pinch less brainpower.
If you’re new to Codenames, you might want to check out my review of the original game for a deep dive into how it works and why it’s so much fun.
But if you’re here to find out whether Codenames: Pictures is the right choice for your next game night, read on! Because while it’s certainly approachable, it doesn’t quite replicate the brilliance of its predecessor.
How to play
Codenames: Pictures begins by splitting players into two teams: blue and red. Each team selects a spymaster, who will guide their team using a special key card.
On the table, lay out a 5×4 grid of picture cards. These cards feature surreal, black-and-white artwork. Imagine something out of a dream (or a very weird art class). The spymasters receive a matching key card that maps the grid, marking each cell as one of four colors: blue, red, grey, or black.
Using this key card, spymasters take turns giving their teammates clues to help them identify the cards of their team’s color (blue or red). Clues must be in the form of one word and one number.
- The word must connect to the images on the cards.
- The number indicates how many cards the clue refers to, and how many guesses the team gets.
But beware of the assassin card (marked black on the key). Guessing it ends the game instantly with your team losing… so, yeah, maybe don’t do that.
Play alternates between teams until one side identifies all of their cards and claims victory.

What’s new in Codenames: Pictures?
Codenames: Pictures introduces several key changes that set it apart from the original word-based game.
The biggest difference is the swap from rectangular word cards to square picture cards.
These black-and-white images take inspiration from games like Detective Club and Dixit, featuring surreal artwork that blends multiple themes into a single picture. The result is both fascinating and a little mind-bending.
Another notable change is the shift from the original 5×5 grid to a smaller 5×4 grid. This adjustment likely accommodates the new card size, but it also means you get a fresh set of compatible key cards tailored for the 5×4 layout.
If you happen to own the original Codenames, the rulebook suggests you can mix and match the grids and key cards, with no impact on gameplay.
Switching from words to pictures has simplified some of the game’s original rules:
- Say what you see: In the word-based version, spymasters couldn’t use the word on a card or any closely related terms. With pictures, this restriction is gone, so you’re free to describe exactly what you see without penalty.
- No language barriers: Since the game is now visual, it eliminates the need for clues to be in English. This makes it more accessible for players of all language levels.
I noticed this was particularly helpful for non-native English speakers, who often struggled with word-based cards in the original. With pictures, everyone’s on a more even playing field.

Codenames: Pictures vs Codenames
By swapping words for pictures, Codenames: Pictures transforms an already accessible game into something even more approachable.
The surreal black-and-white artwork not only adds visual intrigue but also makes the game less daunting, especially for clue givers. Gone are the constraints of avoiding specific words or linguistic overlaps. Instead, spymasters can freely describe what they see, making the clue-giving process simpler and less stressful.
But simplicity comes at a price. Without the challenge of clever word associations, Codenames: Pictures sacrifices some of the creative depth that made the original so satisfying.
The thrill of piecing together abstract connections and the “aha!” moments during post-game reveals aren’t as pronounced here. The clues may flow more easily, but they often lack the cleverness and nuance that elevate the original.
Another drawback lies in the nature of the artwork itself. While the surreal images are captivating, as a spymaster, I found it harder to analyze the cards without inadvertently signaling where my attention was focused. A single word is easy to remember; a dreamscape of oddities, less so.
So, which version is the better fit?
It really depends on your group. For casual game nights or players who might find the wordplay of the original intimidating, Codenames: Pictures is a fantastic choice. Its faster pace and lower barrier to entry keep the table engaged, and the whimsical art is sure to draw smiles.
That said, if your group thrives on strategy, clever word associations, and the occasional spymaster mic drop, the original Codenames still takes the crown. Personally, while I enjoyed the visual spectacle, I’d choose the classic version for its creative and intellectual rewards.
Similar Games You Might Like
MicroMacro: Crime City Review – Waldo Takes a Trip to Fortitude Valley
Track and catch criminals across timelines on a giant monochrome paper map. A innovative, delightfully grim search puzzle that ends without a bang.
5-Minute Mystery Review – The Case of the Clicky Dials and a Stuffy Walrus
Scanning scene cards for hidden symbols under a ticking clock creates a delightfully frantic clue hunt. An absurd, high-energy caper best played with three or fewer detectives.
Mysterium Park Review – The Ghost is Back, and They’ve Gone to the Circus
Ditching the bulky seance props of the original Mysterium makes this carnival whodunit actually hit the table. A bite-sized deduction game with trickier clues.
A score tells you if it’s good, but the leaderboard tells you if it’s worth the shelf space.






