Decrypto Review: The Best Word Game for the Right Group

Decrypto is my favorite word game of all time. A brilliant team-based code-cracking experience—if your group can handle the rules.

Ryan O'Connell Ryan O'Connell
4 min read

Decrypto is my favorite word game of all time—but it comes with a caveat. Bring this to the right group and it's magic. Bring it to the wrong one and you'll spend the evening apologizing for the rules explanation.

What Is This Game?

Decrypto is a team-based word game where you're trying to communicate secret codes to your teammates while preventing the opposing team from cracking your system. Each team has a screen with four hidden words slotted into numbered pockets. Only your team can see your words; the other team only sees the numbers.

Each round, one player draws a code—a sequence like 4-2-1—and gives clues to help their team guess that sequence. If your words are "pig," "candy," "tent," and "son," you might say "Sam, striped, pink" for 4-2-1. Your team tries to match your clues to the right numbers. But here's the twist: the other team is listening. Over multiple rounds, they're piecing together which clues connect to which numbers, trying to intercept your code before your own team can guess it.

The game ends when a team either cracks the opponent's code twice (they win) or fails to communicate their own code twice (they lose). Most games run four to seven rounds, and every round ratchets up the tension as both teams accumulate more information.

What Works

This is the most satisfying word game I've played. The core hook—give clues your team understands but your opponents can't decipher—creates a puzzle that deepens every round. Early clues come back to haunt you or save you. There's genuine long-term strategy here, not just clever wordplay in the moment.

The team dynamic is excellent. Unlike Codenames, where one person carries the cognitive load while everyone else guesses, Decrypto distributes the pressure. Everyone takes turns giving clues, and everyone is actively working to crack the other team's code. You feel like you're genuinely collaborating rather than waiting for the spymaster to figure things out.

I also find there's less downtime than in Codenames. The clue-giver is typically processing fewer options, so you don't get that extended silence where someone stares at a grid for three minutes muttering "sorry, sorry, almost there." Rounds move faster, and the back-and-forth between teams keeps everyone engaged.

The components are solid. The screens with the sliding word holders are a nice touch and add to the spy-theme atmosphere. Nothing fancy, but functional and cool.

What Doesn't

Decrypto can be ruined by a single player who doesn't grasp the meta-game. The whole point is to give clues that are subtle enough that your opponents can't map them to your words over time. If someone gives an obvious clue—say, "flames" for the hidden word "fire"—the damage is permanent. Every future round, any clue that could relate to fire will tip off the other team. One careless clue can unravel your entire game.

This also means newer players often struggle. They focus on helping their team guess correctly and forget that the other team is listening. It takes a round or two for the intercepting mechanic to click, and some people never fully adjust. If you have a mixed group with varying experience levels, the weaker link can drag down the whole team.

I've also had rough experiences trying to teach this to non-gamers at family gatherings. The rules aren't complicated by hobby-game standards, but they're too much for someone who hasn't touched a board game since childhood. If your family complains about learning new games, this is not the one to push on them.

Replayability

Top notch. I first played Decrypto at a Christmas party a few years ago and was immediately hooked. I bought my own copy shortly after, and I've now used nearly every code sheet in the box. At this point I've absolutely gotten my money's worth, and the game hasn't lost its appeal.

Because the hidden words change every game and the clue-giving is entirely player-driven, no two sessions feel the same. The replayability comes from the people, not the components—which means it stays fresh as long as you're playing with engaged opponents.

Who Should Play This

This is the word game for groups who want something with teeth. If everyone at the table is comfortable with Codenames-level complexity and enjoys thinking a few turns ahead, Decrypto is a significant upgrade. It's best at four or six players—even teams, and everyone gets to be the clue-giver frequently. At eight, the wait between turns drags.

Skip this if your group includes non-gamers or anyone likely to be frustrated by rules. If you want something in the same word-game family but much easier to teach, check out So Clover! instead—it's simpler but still a good time.

Final Verdict

Decrypto is my number one word game, and it's not close. The interplay between giving clues and cracking codes creates tension that builds beautifully across rounds. It just demands the right group—people who understand the stakes and won't accidentally blow your cover with a careless clue.

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