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The lowly “Guard” is actually a potent card; only a player using a “Barron” and a non guard can knock the guard out of a round. Each of the other cards is subject to a guess, and the player holding a correctly guessed card is out of the round. And if another player’s card is shared (by the “Priest” card), the guard can eliminate that player from the round.
When you have a guard to play, target another player and call the card you have in your own hand.
This is especially effective if you have the Princess in your hand. Generally, if people have the Princess, they don’t want anyone to even think about her existence. So bring her to top of mind, and make yourself the aggressive Princess hunter. People will likely assume you have the Countess or the King…
As we have become more adept at playing the game (and counting cards) we’ve added a rule to help make the intrigue a little more, well…intriguing. When the Baron calls out a player for a duel, the losing player places their card “facedown”. This keeps the identity of the courier secret, making it harder to guess at which cards remain in the deck. The secret card is revealed at the end of the turn to settle ties and such.
By combining two decks you can have a good game with six players.
Your modified deck will consists of:
1 princess, 2 countesses, 1 King, 3 Princes, 3 Handmaids, 3 Barons, 3 Priests and 8 Guards.
Boardgamegeek users report good experiences with this setup.
In a vacuum of statistical information, where any double card is as likely to exist as another, make the Baron your target of choice with any Guard action. The Baron is most likely to linger in an opponent’s hand as they wait for a high numbered counterpart. This becomes more likely the more opportunities your target has had to play a card. If they have recently played a Baron and survived, then you can name a higher target like Princess or Countess.
One thing I do to change this up, so my adversaries do not deduce my strategy, is to guess Handmaiden when my target has not had a turn at all in the round. It is mathematically just as likely since they have not made any decisions to skew their hand in a certain direction. Eliminating a Handmaiden helps by forcing players to hold onto their Barons and not bounce them off the safe temporary target.
Love Letter is a simple numbers game. When playing a “Guard” card, or when needing to figure out the probability of a specific card, simply analyze the table. Use your cheat sheet and go with a process of elimination. This gets easier as the game goes on. At the end, you’ll see a 50/50 shot at knowing what the last card is, since there’s a dead card to start.
The prince is the highest ranking card that has two copies in the deck, so using your guard to guess someone has one of those has a higher succes rate than guessing on the top cards. I do this whenever I have no information to think differently (like one exposed prince on the board).
A hand made up of the King and Princess is not a cause for panic. The King forces a player to “trade hands” with another player. While it is tough to give away the Princess, the player who does so then knows who has the Princess. The holder of the Princess can be eliminated from the round with a Prince or Guard.
I tend to play my handmaiden cards early, this allows you to sit back and let others knock each other out before your next turn. Normally one person is out before its your turn to play another card.
It’s been mentioned previously but bares repeating, discard the Countess even if you don’t have the Prince or King. It goes a long way into tricking your opponents into thinking you do have one of those two cards.
Guard Strategy: As the game nears its end, your chances on guessing your opponents card with a Guard dramatically increase. As an added benefit, if you hold onto a Guard, you are protected from other Guards. The downside is vulnerability to Barons.
Baron Strategy: Hold onto the highest card you can in the hope people target you with Barons (or you draw one yourself). This works particularly well if people suspect you of regularly holding on to a Guard.
Mix your strategy between hands to avoid becoming predictable. Play aggressive some hands and passive in others.
Since the central importance of this game is secret roles. I can’t recommend enough, sleeve yours cards. These 16 cards will be shuffled continuously. The only way to prevent overt markings is through sleeving.
Every once in a while if I have a Priest or Handmaiden and the Countess I’ll discard the Countess. Players tend to try to guess if I have one of the royal family members.
To support more players, or just mess with people’s heads who are used to just the 16 cards, you can use two copies of the game. Just remove any additional Princesses past the first copy.
I know it isn’t a tip regarding gameplay but I think it’s an important one, especially for this game. I have never thought about sleeving cards before playing Love Letter. When playing games that require a lot of cards (i.e. Pathfinder Adventure Card Game, any of Fantasy Flight’s Living Card Games) there usually aren’t a large enough quantity of cards in consistent play for me to notice any wear. But since Love Letter consists of a bare 16 cards (honestly not of the highest quality, but maybe it depends on the edition) and those same 16 cards are in constant play and continuously shuffed they definitely benefit from being sleeved. think of them as an invesment in all future love letters. : )
Game is too great to not play it just because you have more than 4 people.
For five players – one player sits a round out (rotate this role). If the round comes to comparing the cards – the passive player uses the card that was initially taken out for the round, so that they can still participate/win. Rounds are short so downtime will be kept to a minimum.
Playing the countess to bluff an opponent that you may hold the Princess, King or Prince can throw people off the sent. It’s not often I win on a countess card unless I play Baron and countess early.
A fun addition (but in no way meaningful to strategy) is to require the winner of each round to “read aloud” their letter to the princess before receiving the princesses favor. The improvised poetry and other words of fictional affection can turn out to be pretty hilarious.
I have this game in my bag at all times. Whether traveling to meet a few friends for drinks or something to breakout after a dinner. It really never matters whether or not the people I’m with even know how to play. It’s so easy to explain and the game time is relatively short.
Especially on the first play a completely random guess using the Guard can be fun. Since you have no idea what a person is, there are just as likely to be a clown as anything else. My kids love to say “Dad, your a clown!” and sometimes they follow up with “and I think your card is a clown too”