
Codenames - Sci-Fi Expansion Pack
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FroGames — Moments You'll Remember
When you say 'asteroid' and your partner points to 'sandworm', you know that evening in space is going to be legendary. Or catastrophic. Probably both.
WHAT IT'S ABOUT
The Codenames universe expands into deep space
Designed by Vlaada Chvátil for Czech Games Edition, this thematic expansion takes Codenames into unexplored territories. Fifty carefully selected words transform every game into a sci-fi adventure, where mad scientists ride sandworms through asteroid belts.
Mix the new cards with the Codenames or Duet base set, in any proportions you prefer. Or play two complete games using only the 25 cards from the pack. Plus, you'll find 3 themed agent tiles and 4 sci-fi images to customize Codenames: Pictures. The gameplay remains identical, but the setting changes completely.
What they say abroad
"Codenames proves that the best party games are the simplest ones."
Codenames demonstrates that the best party games are the simplest ones.
— Shut Up & Sit Down
Every thematic pack adds that spark that makes the next game different from the last. That's no small feat.
— FroGames
Codenames: Sci-Fi Expansion Pack
What the pack contains
50 words and 7 bonus components
50 sci-fi word cards
From 'nebula' to 'cyborg', from 'hyperspace' to 'clones'. Words that evoke starships, alien planets, and futuristic technologies. Mix them with the base set or use them alone.
3 themed agent tiles
Two for classic Codenames, one for Duet. They replace the standard ones with space graphics, for those who want aesthetic consistency from start to finish of the game.
4 sci-fi images
Compatible with Codenames: Pictures. Add astronauts, space stations, and aliens to the image deck to customize that version of the game as well.
Compact format
A small travel pack that fits in your pocket. Perfect for adding variety to evenings without taking up space in your backpack or bag.
Recommended sleeves 4 cards in 1 size ▼
If you play often, we recommend protecting your cards with clear sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 67 × 67 mm | 4 |
| Total cards | 4 |
In a few games, you'll have told the story of how 'quasar' led to total catastrophe. It always happens with Codenames.
A game in five moments
What happens at the table
Not the rules. The experience.
The space grid
Twenty-five sci-fi cards form the grid. Someone is already laughing seeing 'teleportation' next to 'meteorite'. The spymasters look at each other, starting to connect the words. The first clue is about to arrive.
The impossible clue
The spymaster says: "Station, three". The agents look at each other, puzzled. Space station? Refueling station? Or... that word there? The debate erupts. Someone wants to risk it, someone holds back.
The wrong choice
They confidently point to 'clones'. The spymaster sighs. It was the assassin. The game changes direction, the other team takes the lead. Faces light up on one side of the table, on the other there is dismayed silence.
The miraculous comeback
"Galaxy, two". A risky but perfect clue. The agents think for ten seconds and point to both correct words. They're back in the game. The table erupts in shouts and jokes about galaxies far, far away.
The final word
One card remains to win. The spymaster only has one clue available. He says the word. Silence. Then someone points. Everyone holds their breath. It's the right one. Half the table cheers, the other half demands an immediate rematch.
How to play
The flow of each turn
Codenames works in rapid cycles. A spymaster gives a clue, the agents deliberate and choose, then it's the other team's turn.
They know which words belong to their team. They must find a clue that links them without including opponent's words or the assassin.
One word and a number. The word is the link, the number is how many cards on the grid relate to that clue. Agents listen and begin to reason.
They can talk among themselves as much as they want. They propose hypotheses, discard options, try to understand the spymaster's reasoning. Then they point to one card at a time.
If it's their team's, they can continue. If it's neutral, the turn ends. If it's the opponent's, they've helped the other team. If it's the assassin, they lose immediately.
Why it's different from other packs
Six reasons why it works
Carefully chosen words
These aren't random sci-fi terms. They are selected to create interesting connections between them. 'Cyborg' next to 'evolution' opens up narrative possibilities that 'robot' wouldn't.
Total compatibility
It mixes with Codenames base, Duet, Pictures. You decide how many themed cards to add: all, half, or just a few to add a touch of sci-fi without disrupting the classic experience.
Dedicated agent tiles
They are not necessary to play, but they complete the space aesthetic. If you like everything visually consistent, these replace standard tiles with themed graphics.
Bonus for Pictures
The 4 sci-fi images work with Codenames: Pictures. Add spaceships and aliens to the illustration deck for those who prefer to give visual instead of verbal clues.
Pocket size
A pack so small it fits in your pocket. You get variety without cluttering your backpack. Ideal for travel, nights out, or simply to rotate cards and avoid playing with the same ones all the time.
Zero learning curve
If you know Codenames, you already know how to play. Open the pack, shuffle the cards, start. There are no additional rules, just new words that change the dynamics of the clues.
How it ends
Victory and defeat remain identical
The pack does not change the victory conditions. These are those of Codenames base or Duet, depending on which version you are playing.
Victory
- Classic Codenames: the first team to identify all their agent words wins
- Cooperative Duet: identify all 15 green agent words together within 9 turns
- Early victory: the other team points to the assassin and loses immediately
Defeat
- Point to the assassin: game over, the other team wins instantly
- Duet: finish the 9 turns without having found all 15 green words
- Duet: point to an assassin (there are 3 in the cooperative version)
An expansion that does one thing, but does it well: it adds thematic variety to a game that already works. If you love Codenames and want to explore space, this pack is exactly what you need.
Frequently asked questions
FAQ on Codenames: Sci-Fi Expansion Pack
Do I need Codenames base to play with this pack?
Yes, this is an expansion. You need classic Codenames or Codenames: Duet to use the 50 themed cards. The pack does not include spymaster tiles, grids, or timers.
Can I mix these cards with those from the base game?
Absolutely. That's precisely the purpose of the pack: add all 50 sci-fi cards to the standard deck to increase variety, or mix in only a few to add a space touch without disrupting the experience.
Are there enough cards for a complete game?
Yes. A game of Codenames uses 25 cards. This pack contains 50, so you can play two complete games using only the sci-fi cards, without touching the base set.
What do I do with the agent tiles and bonus images?
The 3 agent tiles replace the standard ones with sci-fi themed versions (2 for Codenames, 1 for Duet). The 4 images mix with the Codenames: Pictures deck to add visual space content.
Is the edition for sale in Italian?
Yes, this edition distributed by Cranio Creations features all 50 cards with words in Italian. The illustrations and agent tiles are universal, but the texts follow the Italian localization.
Codenames: Sci-Fi Expansion Pack is a thematic expansion for the popular deduction party game designed by Vlaada Chvátil. It contains 50 new cards with sci-fi words, 3 themed agent tiles, and 4 bonus images for Codenames: Pictures. Compatible with Codenames base and Duet, the pack supports games for 4 to 8 players with a duration of 15 minutes, recommended age 10+. The cards mix with the original set to add variety or are used independently for two complete space-themed games. Italian edition distributed by Cranio Creations. Available on FroGames.it.

Codenames - Sci-Fi Expansion Pack
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