Codenames Clue Number Calculator
Play a spymaster and pick the number, plus the arithmetic: a clue has a ceiling your accuracy sets, and the numbers that lose the game are divisors of eight.
You are the spymaster. Each turn you are offered a clue covering some number of your words at some confidence — a broader clue always comes at lower confidence, which is the whole trade-off — and you choose how many to actually call for. Your team guesses until it is wrong. Nothing is uploaded, and no words are involved: this is the arithmetic of the number, not of the clue.
A clue has a ceiling, and the number cannot raise it
Guessing stops at the first mistake, so the second word of a clue only arrives if the first did. The i-th word is worth p^i, and a clue for k is worth p + p² + … + p^k — a geometric series. It converges, which means a clue can never deliver more than p / (1 − p) words however large the number.
| Accuracy | Clue for 1 | Clue for 2 | Clue for 3 | Clue for 4 | Clue for 5 | Ceiling |
|---|---|---|---|---|---|---|
| 60% | 0.60 | 0.96 | 1.18 | 1.31 | 1.38 | 1.50 |
| 70% | 0.70 | 1.19 | 1.53 | 1.77 | 1.94 | 2.33 |
| 80% | 0.80 | 1.44 | 1.95 | 2.36 | 2.69 | 4.00 |
| 90% | 0.90 | 1.71 | 2.44 | 3.10 | 3.69 | 9.00 |
A team guessing right 70% of the time cannot average more than 2.33 words per clue, and no clue number changes that. Calling five when your clue is worth two does not buy three extra words; it buys the chance to be wrong earlier. What the number is really doing is setting an upper limit on a total that your accuracy has already capped.
This is also why multiplying the number by your accuracy misleads. At 80% a clue for 5 looks like 4.0 words and delivers 2.69. The two agree only at a clue for one, and the gap widens at every step after it.
Read backwards, the ceiling is a demand
Inverting p/(1 − p) gives the accuracy an average requires: p = g / (1 + g). This is a floor, not a target — it is what you need for that average to be possible at any clue number at all.
| To average this many words per clue | You need at least this accuracy |
|---|---|
| 1 | 50.0% |
| 2 | 66.7% |
| 3 | 75.0% |
| 4 | 80.0% |
| 5 | 83.3% |
| 6 | 85.7% |
Three words a clue needs 75% accuracy and four needs 80%. The jump from three to four costs five points; from five to six only 2.4. The demand rises towards certainty and never reaches it, which is another way of saying no amount of accuracy makes an unlimited average possible.
The clue numbers that lose the game are the divisors of 8
The starting team has 9 cards and the other has 8, so when both play well the race is decided by how many turns each needs: ⌈9/k⌉ against ⌈8/k⌉. That is a sawtooth rather than a slope. Whenever k divides 8 exactly, the second team finishes in 8/k clean turns and the first team's extra card forces one more — so the bad numbers are 1, 2, 4, 8, and nothing else.
| Clue number | Turns the starter needs | Turns the second team needs | Starter wins at 99% accuracy |
|---|---|---|---|
| 1 | 9 | 8 | 7.3% |
| 2 | 5 | 4 | 7.4% |
| 3 | 3 | 3 | 91.8% |
| 4 | 3 | 2 | 7.5% |
| 5 | 2 | 2 | 92.6% |
| 6 | 2 | 2 | 94.1% |
| 8 | 2 | 1 | 7.6% |
| 9 | 1 | 1 | 91.9% |
At near-perfect play a clue of 3 wins the starting team 91.8% of games and a clue of 4 wins it 7.5%. Asking for more throws the game away, because 4 divides 8 and does not divide 9. The rule was checked against the exact recursion at every clue number from 1 to 15 and called the winner every time.
Note which number matters: it is the divisors of 8 — the second team's count. Clue numbers 3 and 9 both divide 9 and both favour the starting team, so this is not a symmetry.
How much of that survives ordinary play
| Accuracy | Clue 1 | Clue 2 | Clue 3 | Clue 4 | Clue 5 | Clue 6 |
|---|---|---|---|---|---|---|
| 80% | 41.5% | 45.2% | 49.3% | 48.1% | 51.4% | 51.9% |
| 85% | 39.6% | 43.7% | 52.1% | 46.8% | 54.7% | 55.9% |
| 90% | 35.5% | 39.3% | 57.7% | 42.0% | 60.7% | 63.1% |
| 95% | 25.6% | 27.6% | 70.2% | 28.9% | 72.8% | 76.3% |
| 99% | 7.3% | 7.4% | 91.8% | 7.5% | 92.6% | 94.1% |
Every row is the starting team's win probability. The sawtooth is still there at 80% accuracy — a clue of 4 remains worse than a clue of 3 — but it has shrunk from 84 points at near-perfect play to 1.3. Below very strong play the whole effect is a rounding error next to simply guessing right more often, which is the honest summary: the number matters much less than the accuracy, and it matters most exactly when accuracy is high enough that it shouldn't.
One thing the table settles in passing: going first does not pay for the ninth card. At every accuracy here, calling clues of one or two, the starting team is behind — its best showing is 45.2%. The extra card costs more than the tempo is worth.
What each rule is actually doing
The assassin gets the attention, but it is not what shapes the game. Turning each rule off one at a time, at a clue of 3 and 85% accuracy:
| Rules in force | Starting team wins |
|---|---|
| The game as written | 52.1% |
| No assassin | 52.6% |
| A miss does not end the turn | 47.4% |
| Neither | 46.7% |
Removing the assassin entirely moves the result by 0.5 points. Letting a wrong guess not end the turn moves it by 4.7 — several times more. The assassin is the rule everyone fears and the turn-ending rule is the one that decides games, because it is what turns a clue into a geometric series in the first place.
Why believe the recursion
Every win probability here comes from an exact recursion over board positions, which is the kind of thing that can be confidently and completely wrong. So it is checked against games played out card by card, by code that never consults it — 1,200,000 of them.
| Match-up | Recursion | 300,000 games played | Difference |
|---|---|---|---|
| clue 2 at 80% vs clue 2 at 80% | 45.19% | 45.13% | 0.06 pp |
| clue 1 at 90% vs clue 3 at 70% | 34.63% | 34.64% | 0.00 pp |
| clue 4 at 75% vs clue 2 at 85% | 54.55% | 54.79% | 0.24 pp |
| clue 3 at 60% vs clue 3 at 60% | 45.57% | 45.56% | 0.00 pp |
Worst disagreement 0.24 percentage points. Those rows are frozen because 1,200,000 games is more than a page build can spend, but the test suite re-plays all of them and a smaller game runs live on every build so the frozen numbers cannot drift away from the code that made them.
What this does not answer
Nothing here knows any words. Whether a clue can honestly link four of your cards, and how much confidence that costs against linking two, is a question about language, and every accuracy on this page is an input rather than a result. What is computed is the exchange rate: how much accuracy an extra word has to be worth before reaching for it pays. Given how sharply the value of the k-th word falls — it is worth p^k, so at 80% the fifth word is worth a third of a card — that rate is steeper than it feels at the table.
How to use
- Read the clue you are offered and how confident it is.
- Choose how many words to actually call for.
- Your team guesses until it guesses wrong.
- Watch the expected yield against the naive number times accuracy.
- Press New board to start again.
Frequently asked questions
Is a clue for four worth four times my accuracy?
No, and this is the central mistake. Guessing stops at the first error, so the second word only arrives if the first did and the fourth needs all three before it. The i-th word is worth accuracy to the power i. At 80 per cent a clue for five looks like four words and delivers 2.69.
Is there a limit to what a clue can deliver?
Yes, and it is set by your accuracy alone. The expected yield is a geometric series, so it converges to accuracy divided by one minus accuracy no matter how large the number. A team guessing right 70 per cent of the time can never average more than 2.33 words per clue, and calling five does not change that.
How accurate must we be to average three words a clue?
At least 75 per cent, from inverting the ceiling: to average g words you need accuracy of at least g over one plus g. Four words a clue needs 80 per cent and five needs 83.3. These are floors for the average being possible at all, not targets for a good turn.
Which clue number is best?
It depends on your accuracy, but one result is sharp: when both teams play well, the numbers that lose the game for the starting team are exactly the divisors of eight, which is 1, 2, 4 and 8. At 99 per cent accuracy a clue of 3 wins the starting team 91.8 per cent of games and a clue of 4 wins it 7.5 per cent.
Why would a bigger clue be worse?
Because the race is decided by how many turns each team needs, and that is a sawtooth rather than a slope. The starting team has nine cards and the other has eight. When the clue number divides eight exactly, the second team finishes in clean turns while the ninth card forces the starting team into one more.
Does going first make up for the extra card?
No. At every accuracy tested, with both teams calling clues of one or two, the starting team wins under half the time, peaking at 45.4 per cent. The ninth card costs more than the first move is worth. Note that this flips at some larger clue numbers, for exactly the divisibility reason above.
Is the assassin what really decides games?
Not compared with the rule that a wrong guess ends your turn. Removing the assassin entirely moves the starting team win rate by about half a percentage point; letting a wrong guess not end the turn moves it by nearly five. The turn-ending rule is what makes a clue a geometric series in the first place.
Does this know anything about words?
No, deliberately. Whether a clue can honestly link four cards, and what confidence that costs against linking two, is a question about language and is not answered here. Every accuracy on the page is an input. What is computed is the exchange rate between an extra word and the confidence it costs.
Does this send anything anywhere?
No. Every board and every game is generated in your browser, and nothing is uploaded.
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