
Love Letter
Second Edition
In the box
- 21 cards (values 0–9)
- 13 favor tokens
- 6 reference cards
Objective
You are a suitor wooing the Princess: smuggle your love letter to her and earn her favor. The higher your card, the closer your letter gets. Be first to the favor-token goal (2 players: 6, 3 players: 5, 4 players: 4, 5-6 players: 3) by winning rounds as last player standing or holding the highest card when the deck runs out.
Game end
A round ends when the deck runs out or one player remains. The winner takes a favor token; tied highest cards each take one. Two Spies played still earn only one Spy token.
What playing this feels like
Speed, attention and memory: None / Low / Medium / High. Timer is separate: none / optional / core. Bluffing: None / Optional / Conditional / Core. Breaks: Good / Medium / Poor.
- Rules load
- Low
- Social pressure
- Medium
- Talking
- Low
- Speed pressure
- None
- Timer
- None
- Direct conflict
- High
- Bluffing / deception
- Optional
- Information load
- Medium · Cards / deduction
- Memory load
- Medium–High
- Attention pressure
- Medium
- Noise potential
- Low
- Break flexibility
- Medium
Setup
- 1Deal. Set one card aside face down unseen, then deal one card each. Each player holds one hidden card to start.
- 2Table. With 2 players, also set 3 more cards aside face up, out of play. Place the deck where every player can reach it.
Walkthrough: first round
Worked opening: with 4 players, one card sits aside face down and each player holds one card. Anna draws a Guard (1) beside her Priest (2). She plays the Guard, names Ben, and guesses Prince. Ben holds a Baron, so nothing happens and play passes on.
- 1Draw. On your turn, draw the top deck card. You now hold two cards in hand.
- 2Play. Play one card face up and read its effect aloud. The card effect happens right away.
- 3Repeat. Keep taking clockwise turns, drawing and playing one card each turn. When the deck runs out, survivors reveal their hands and the highest card takes a token.
Rules
- 1Draw. Draw the top card so you hold two cards. You choose which card to play and keep.
- 2Play. Play one card face up and apply its exact text. Guard, Priest, Baron and King must pick another player, never yourself. The effect can reveal hands or knock players out.
- 3Survive. Handmaid (4) protects you until the start of your next turn. See the card reference for edge cases. Knocked-out discards never trigger their printed effect.
- 4Compare. When the deck runs out, survivors reveal their hands. Highest card wins; every tied highest each takes one token.
- 5Win. First to the goal wins: 6 tokens (2P), 5 (3P), 4 (4P), 3 (5-6P). The round winner takes first turn of the next round.
Examples
- Guard guess: Anna plays a Guard (1), names Ben, and guesses Prince. Ben holds a Prince, so Ben leaves the round and discards face up.
- Countess forced play: Carla holds the Countess (8) and draws a Prince (5). She must play the Countess, so it leaves with no effect.
Card & term reference
- 0 - Spy (x2)
- No effect when played. At round end, if you are the only player still in the round who played or discarded a Spy, gain 1 favor token (max 1, even with both Spies). Eliminated Spy players earn nothing, so if both Spy players are out, no one gains.
- 1 - Guard (x6)
- Pick another player and name a card except Guard. They leave the round if they hold it.
- 2 - Priest (x2)
- Secretly look at another player's hand.
- 3 - Baron (x2)
- Secretly compare hands with another player. Lower value leaves; ties leave both in.
- 4 - Handmaid (x2)
- Other players cannot pick you until the start of your next turn. If all others are protected, Guard, Priest, Baron and King have no effect; Prince must target yourself.
- 5 - Prince (x2)
- Pick any player, including yourself. They discard their hand and draw a new card.
- 6 - Chancellor (x2)
- Draw 2 cards, keep 1 of the 3, return 2 face down under the deck. With 1 card left draw 1 and return 1; with none, no effect.
- 7 - King (x1)
- Trade hands with another player right away.
- 8 - Countess (x1)
- You must play her with King or Prince. No effect alone.
- 9 - Princess (x1)
- Never play her. Playing or discarding her for any reason knocks you out right away, even if a Prince forces you to discard her.
Common mistakes
- Playing the Princess for any reason knocks you out right away.
- The Countess must be played when held with the King or Prince.
- Knocked-out discards never trigger the card effect.
- Tied highest cards each take a token; there is no played-pile tiebreak in this edition.
Rules summary based on Z-Man Games.
Keep learning
Play it at game night
Bring this guide with you. We will teach the rest at the table.