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Adaptation

Love Letter

Players
2–6
Duration
5 min
Difficulty
2/3
Deck
21 cards (52-card deck + 2 jokers)

Chapter 1 of 4

How to set up

A deduction game for 2-6 players with a single card in hand. Every card is someone at court carrying your letter to the princess. Guess, peek and compare, and at the end of the round only one letter gets through.

Inspired by Love Letter by Seiji Kanai.⁠ (opens in a new tab) Publisher: Asmodee

Objective

You are suitors, and each of you wants your letter to reach the princess by passing it from hand to hand through the people at court. The card you hold is whoever is carrying your letter right now. A round ends when the deck runs out or when only one suitor is left: the letter that gets through, and earns a point, belongs to whoever holds the highest card, or to the last suitor standing. The first player to reach 6 points with two, 5 with three, 4 with four or 3 with five or six wins the game.

Setup

Deck
21 cards: only these, from the 52-card deck plus both jokers
In hand
1 each, kept hidden
On the table
deck face down in the middle, one card face down crosswise under it: the set-aside card
  1. The card set aside Shuffle the 21 cards and set one aside face down without looking at it, crosswise under the deck: it sticks out, so nobody draws it by mistake.
  2. With two Besides the face-down card, set three more aside face up, so that nobody can deduce everything by elimination.
  3. The hand Deal one card to each player, kept hidden.
  4. Who starts Whoever most recently wrote a letter by hand goes first. From the second round on, the winner of the previous round goes first.

The two ★ are worth zero and are the Spies, the Q♥ is worth 9. The three one-of-a-kind roles are red, like two of the Guards (A♥ A♦); the other paired roles are black. J♠ and J♣ count as 1 and are the fifth and sixth Guards.

Nothing else is needed: keep score in points, one for each round won. The numbers stay small, so memory or a note on a phone will do.

The people at court, from the lowliest to the Princess:

CardsRoleValueCount
★ ★Spy02
A♠ A♥ A♦ A♣ J♠ J♣Guard16
2♠ 2♣Priest22
3♠ 3♣Baron32
4♠ 4♣Handmaid42
5♠ 5♣Prince52
6♠ 6♣Chancellor62
7♥King71
8♥Countess81
Q♥Princess91
Variants to agree on first
  • Classic 16-card version, for 2 to 4 players only: remove the two Spies, the two Chancellors and one Guard, that is ★ ★ 6♠ 6♣ J♣. Everything else, points included, stays the same.
Mechanics
Next: how to play

Chapter 2 of 4

How to play

  1. Draw and play On your turn, draw the top card of the deck, so that you hold two, then play one of them face up in front of you and apply its effect (see the table below). The other card stays in your hand: that is who carries your letter now. Played and discarded cards stay face up in front of their owner for the whole round, so everyone knows what is already out. Then play passes to the left.
  2. Out of the round A player who is knocked out discards their card face up, without applying its effect, and skips every turn until the next round. They can no longer be chosen as a target.
  3. End of the round The round ends when the deck is empty at the end of a turn, or at once when a single player is left. In the first case everyone still in reveals their card and the highest wins; on a tie every tied player wins and scores a point. In the second case the last player standing wins. Then the Spy: if exactly one player still in has played or discarded a Spy, that player scores an extra point, even if they also won the round.
  4. Next round The winner scores a point. Shuffle the 21 cards again, set one aside as before and deal one card each. The winner goes first; after a tie, one of the tied players picked at random. The game ends as soon as someone reaches 6 points with two, 5 with three, 4 with four or 3 with five or six, and more than one player can win together.

What each one does when played:

RoleEffect
Spy (0)No effect. At the end of the round, if exactly one player still in has played or discarded a Spy, that player scores an extra point, on top of the winner's. Two Spies do not count double.
Guard (1)Name another player and a role other than Guard. If they hold that card, they are out of the round.
Priest (2)Secretly look at another player's card.
Baron (3)Secretly compare cards with another player: whoever holds the lower card is out. On a tie nothing happens.
Handmaid (4)Until the start of your next turn nobody can choose you as a target. If every other player still in is protected, the Guard, Priest, Baron and King are played with no effect and the Prince must be used on yourself.
Prince (5)Choose a player, yourself included: they discard the card they hold, without applying its effect, and draw a new one. If the deck is empty they draw the set-aside card. If the discarded card is the Princess they are out and do not draw.
Chancellor (6)Draw two cards, keep one of the three in your hand and put the other two face down at the bottom of the deck, in any order. With a single card left in the deck, draw it and return one; with an empty deck, no effect.
King (7)Swap your card with another player's.
Countess (8)No effect. But if you hold the Countess together with the King or a Prince, you must play the Countess. The rule does not apply to cards drawn with the Chancellor.
Princess (9)If you play or discard the Princess, for any reason, you are out of the round.

Frequently asked questions

Can I play the Countess when I don't hold the King or a Prince?

Yes. The Countess does nothing and your other card stays hidden, so nobody knows whether you had to play the Countess or want them to think you hold the King.

Can I name "Guard" when I play a Guard?

No. You name any role except the Guard, the Spy included.

What if every other player is protected by a Handmaid?

Guard, Priest, Baron and King are played with no effect. The Prince must be used on yourself instead, and if the card you discard is the Princess you are out.

The deck is empty and a Prince makes me discard. What do I draw?

The card set aside face down at the start of the round. That is exactly what it is there for.

I played a Spy but got knocked out. Do I still get the point?

No. The Spy point goes only to a player still in at the end of the round, and only if no other player still in has played or discarded a Spy. Two Spies still earn a single point.

Can I lie?

Not when a card asks you something. If a Guard names the role you hold you must say so, and a Priest or a Baron sees your real card. You bluff with what you play and what you say at the table, for example playing the Countess without having to, so that others think you hold the King.

Next: an example hand

Chapter 3 of 4

An example hand

The start

Anna, Bruno, Carla and Dario are at the table. One card is already set aside face down. Anna holds a Baron, Bruno a Handmaid, Carla the Princess and Dario a Priest.

Turn 1 of 6

MoveAnna plays the Guard: points at Carla and says "Prince": no such card.
WhoHand secretIn front face upStatus
Anna plays3Ain
Bruno4in
CarlaQin
Dario2in
Tabledeckset aside

She draws a Guard and plays it: whoever plays a Guard points at another player and names a role. She points at Carla and says "Prince", but Carla shakes her head, she has no such thing. Anna keeps the Baron.

Turn 2 of 6

MoveBruno plays the Handmaid: nobody can target them until their next turn.
WhoHand secretIn front face upStatus
Anna3Ain
Bruno plays54in→protected
CarlaQin
Dario2in
Tabledeckset aside

He draws a Prince and prefers to play the Handmaid: until his next turn nobody can target him. He keeps the Prince.

Turn 3 of 6

MoveCarla plays the Priest: looks at Anna's card: Baron.
WhoHand secretIn front face upStatus
Anna3Ain
Bruno54protected
Carla playsQ2in
Dario2in
Tabledeckset aside

She draws a Priest. The Princess cannot be discarded, so she plays the Priest and looks at Anna's card: the Baron.

Turn 4 of 6

MoveDario plays the Priest: looks at Carla's card: Princess.
WhoHand secretIn front face upStatus
Anna3Ain
Bruno54protected
CarlaQ2in
Dario playsA2in
Tabledeckset aside

He draws a Guard, plays the Priest and peeks at Carla's card: the Princess. The Priest shows its player another player's card in secret: now Dario knows what to tell his Guard next turn.

Turn 5 of 6

MoveAnna plays the Baron: compares with Dario: Prince (5) beats Guard (1), Dario is out.
WhoHand secretIn front face upStatus
Anna plays5A3in
Bruno54protected
CarlaQ2in
Dario2Ain→out
Tabledeckset aside

She draws a Prince and plays the Baron: they compare in secret, and the lower card is out. With a 5 in hand she can take the risk; Bruno is protected and Carla may be holding something big, so she picks Dario.

Turn 6 of 6

MoveBruno plays the Chancellor: draws King, Guard; keeps King and puts the others under the deck.
WhoHand secretIn front face upStatus
Anna5A3in
Bruno plays746protected→in
CarlaQ2in
Dario2Aout
Tabledeckset aside

No longer protected, he draws a Chancellor and plays it: he takes two more cards from the deck, keeps the King and slides the other two under the deck, face down.

End of the round

The deck is empty: everyone still in reveals their card. Carla wins the round and scores a point.

Anna4Handmaid (4)
Bruno7King (7)
CarlaQPrincess (9) +1

A few turns later the deck runs out with Anna, Bruno and Carla still in. They reveal: Anna has a Handmaid, Bruno the King, Carla still the Princess. Nobody targeted Carla all round, and the highest card still in wins the round. Carla scores a point and opens the next round.

Back to the start of the example

Tips

  • Count what is out. There are six Guards and a single Princess: when the table is littered with played Guards, whoever has kept the same card for many turns is probably holding something high.
  • Play the Baron when the card you keep is high. With a Guard in hand it is almost always your way out of the round.
  • Playing the Countess when you do not have to costs you a turn, but it may convince the others you hold the King, and a Guard pointed at you naming "King" is a Guard wasted.
Next: the summary

Chapter 4 of 4

Table summary

  • 2–6 players
  • 5 min
  • 21 cards (52-card deck + 2 jokers)

The cards

ValueRoleCardsEffect
0Spy★ ★No effect. At the end of the round, if you are the only player still in who has played or discarded one, an extra point. Two are not worth double.
1GuardA♠ A♥ A♦ A♣ J♠ J♣Name another player and a role (not Guard). If they hold it, they are out.
2Priest2♠ 2♣Look in secret at another player's card.
3Baron3♠ 3♣Compare in secret with another player, the lower card is out. Tie: nothing happens.
4Handmaid4♠ 4♣Nobody can target you until your next turn.
5Prince5♠ 5♣A player (you included) discards without effect and redraws. Empty deck, draw the set-aside card.
6Chancellor6♠ 6♣Draw two cards, keep one of the three, the other two go under the deck, face down, in any order.
7King7♥Swap your card with another player's.
8Countess8♥No effect. Must be played if you also hold the King or a Prince.
9PrincessQ♥Play or discard the Princess for any reason, a Prince included, and you are out.

Score: one point per round won, in your head or on a phone.

The turn

  1. Draw a card.
  2. Play one, face up in front of you, and apply its effect.
  3. Keep the other. Played cards stay visible to all.

End of the round

  • Deck empty: reveal, the highest card wins. Tie: every tied player wins, a point each.
  • One player left: they win.
  • The winner scores a point and goes first next round. After a tie, one of the tied players, at random.
PlayersPoints
26
35
44
5 or 63

With two: besides the face-down card, set three more aside face up.

Exceptions

  • Countess in hand with the King or a Prince: you must play the Countess. Does not apply to cards drawn with the Chancellor.
  • Princess discarded for any reason, a Prince included: you are out.
  • Everyone else protected: Guard, Priest, Baron and King have no effect; the Prince targets you.
  • Chancellor with a single card left in the deck: draw it and return one. Empty deck: no effect.
  • Out of the round: discard face up, no longer a target.

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