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Love Letter board game box image

Top 32 · #8 of 29 in Party

Love Letter

Twenty-one cards create a remarkably compact game of deduction: guide your letter toward the Princess while holding only one Character at a time. The 2019 revision adds Spy and Chancellor for up to six players and also supports the 16-card classic setup.

My collection
👥 2–6 players (best with 2·4)🔞 age 10+⏱️ 20–30 min🎯 weight 1/5
PartyDeduction & bluffingCard game

Rules

Draw one card and play one while tracking visible values, aiming to finish with the highest Character or become the round's sole survivor.

Edition: Z-Man Games 21-card revised edition (2–6 players, 2019 lineage)Checked against one official rulebook · other edition pending

Separate winning a round from winning the game

Each round is a contest to deliver your letter to the Princess. Gain one Favor token by holding the highest card when the deck empties or by becoming the sole survivor. Win the game by reaching the Favor target for the player count.

2→63→54→45→36→3players → Favor needed to win
The targets are six Favor for two players, five for three, four for four, and three for five or six. Multiple players can reach the target and win the game together.

Set up the 21-card deck

21-card Character deck????
removed this round?1473 more face up for 2 players
one-card starting hand?
Shuffle all 21 Characters, set the top card aside face down without looking, and deal one to each player. In a two-player game only, also set three cards aside face up.

The player who most recently hand-wrote a letter starts. The previous round's winner starts the next round; after a tie, choose randomly among the tied winners.

Draw one, play one

current one-card hand?
draw one from deck
??
play one of the two
reveal and resolve?keep one in hand
Draw one card, then play either of your two cards face up and fully resolve it. The card left in your hand carries your letter until your next turn.

Played and discarded cards stay visible

Everyone must be able to see which values have appeared. When an effect knocks you out of the round, discard your hand face up without resolving its effect.

Values 0–4: information and protection

0Spy1Guard2Priest3Baron4Handmaid
A Character's value determines both its effect and its strength in an end-of-round comparison.
CardCountEffect
0 Spy2No immediate effect. Gain one extra Favor if you alone among survivors played or discarded a Spy
1 Guard6Choose another player and name a non-Guard Character; a correct guess knocks them out
2 Priest2Privately look at another player's hand
3 Baron2Privately compare hands with another player; lower value is out, tie does nothing
4 Handmaid2Other players cannot choose you for effects until your next turn begins

Values 5–9: exchange and compulsory play

5Prince6Chancellor7King8Countess9Princess
High values help at comparison, but Prince, Chancellor, King, Countess, and Princess can replace your hand or force a dangerous play.
CardCountEffect
5 Prince2Choose anyone, including yourself; they discard their hand and draw a replacement
6 Chancellor2Draw two, keep one of the three cards, and put two on the deck's bottom in any order
7 King1Trade hands with another player
8 Countess1Must be played if the other card in hand is King or Prince
9 Princess1You are out if you play or discard it for any reason

Prince and an empty deck

If a Prince makes someone discard while the deck is empty, give that player the face-down card set aside during setup. A player who discards the Princess is immediately out and draws no replacement.

When every opponent is protected

  • A card that must choose another player—Guard, Priest, Baron, or King—resolves with no effect if no eligible target exists.
  • Prince can choose any player, so if every opponent is protected, you must choose yourself.
  • Handmaid protection ends when its player's next turn begins. A player already out of the round is never an eligible target.

When the deck empties or one player remains

deck emptyhighest surviving hand1sole survivorwins round immediately
×1all tied winners gain 1 Favor
After a turn empties the deck, surviving players compare hands and every highest-value tie gains one Favor. If only one player remains, that player wins the round immediately.

At round end, if exactly one player still in the round played or discarded any Spy, that player gains one Favor in addition to the round winner's token. Playing both Spies still gives only one; an eliminated Spy player gains none.

The 16-card classic version

remove before setup11 Guard62 Chancellors62 Chancellors02 Spies02 Spies
2–4-player classic
16cards
Remove one Guard, both Chancellors, and both Spies to create the 16-card classic deck for two to four players. Every other rule stays the same.

Do not mix the old and revised values

The older game has Princess 8, Countess 7, and King 6. The 21-card revision shifts them to Princess 9, Countess 8, and King 7 while adding Chancellor 6 and Spy 0. This guide uses the revised values.

Edition and background

Designed by Seiji Kanai, Love Letter first appeared in Japan in 2012 as a 16-card game. Z-Man Games' 2019 revision added five Spy and Chancellor cards for 21 cards and up to six players while preserving the 16-card classic option.

Korean rulebook text not verified

Korea Boardgames confirms that its current product is the 2–6-player, age-10-plus, 20-minute revision, and its official video was checked. The Korean cards and booklet take precedence for exact localized wording.

Frequently confused rules

Q. Who wins when the highest hands tie after the deck empties?

Every tied highest player wins the round and gains one Favor token.

Q. Do I draw a replacement after Prince makes me discard Princess?

No. Discarding Princess for any reason immediately knocks you out of the round, so you draw no new hand.

Q. Must I play Countess when my other card is Chancellor?

No. Countess is compulsory only alongside King or Prince. The rule also does not apply to the temporary three-card hand drawn by Chancellor.

Q. Do I gain the Spy bonus after being knocked out?

No. At round end, you must still be in the round and be the only surviving player who played or discarded a Spy.

Q. May Guard guess Guard?

No. Choose another player, but name any Character except Guard.

💡 Master tip

Low cards are useful for knocking rivals out, while high cards are valuable if you can keep them until the final comparison. Remembering the cards already played makes it much easier to infer which values can remain in the deck and in opponents' hands.

Ready for something heavier

If this one has gotten too easy, try these — same feel, one step up in weight.

Tools you can request

Not built yet. Let us know if you want one — it goes on the list.

Remaining card value tracker

Tracks the Character values already played to help infer what remains

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