When winter rolls in and the roads vanish under a blanket of snow, the outside world hits pause. But inside the castle? That’s when things heat up. No one’s riding off to war, so politics and influence take the spotlight. In Winter Court, a two-player game by Tom Lehmann, you step into the chilly halls of a medieval court where two rivals are locked in a quiet battle for power.
👥 2 players, ages 14+
⌛ Playing time: 30-40 minutes
📝 Designer: Tom Lehmann
🎨 Artwork: Harald Lieske
🏢 Publisher: Rio Grande Games (review copy provided)


So, what’s actually going on in Winter Court?
You start by laying out twelve court tiles in a row, each one representing a different member of the court. There are four royals in the mix, and they’re marked with purple pawns. Those are the big points. But don’t sleep on the others. Characters like the sage, the steward, or the wizard have abilities that can completely change the flow of the game if you use them right.
You and your opponent each have a hand of cards, all coming from six suits like devotion, might, and knowledge. Each suit is numbered from 1 to 10 and corresponds to certain members of the court. To influence a court member, you play a card that matches their suit and beats the one already on them, if there is one. If you succeed, their pawn shifts one space toward your side. There are only three positions: the middle, your side, or your opponent’s. Get it all the way to your side, and that character comes under your control.
Now here’s where things get interesting. The non-royal characters have powers you can use on your turn, but only if they’re already under your control. The catch is that using their ability sends their pawn back to the middle, meaning you give up control of them… for now. It’s a bit of a gamble, but a well-timed ability can turn everything around. Some let you draw more cards. Others let you take two moves in one turn. Some let you add another card when you play, giving you a stronger push or helping you flip control at just the right moment.
The game keeps going like this, back and forth, until someone manages to grab all four royals at the same time, which is an instant win. If that doesn’t happen, the game ends when the deck runs out, and then you count up your status points based on who you control. Royals are worth the most, but even the lower-ranked characters can make the difference in a close game.
One of my favorite things about Winter Court is that it’s not just about throwing down your biggest number and hoping for the best. You can boost stronger cards by pairing them with low-ranking helpers. You can combo character powers to sneak influence onto a tile your opponent thought was safe. You can set traps, fake them out, or pull off a last-minute save. It’s surprisingly dramatic for a game that fits on a small table.


How does it feel to play?
Honestly, it feels like a tug of war where the rope keeps changing shape. You’ll have moments where you’re sure you’ve got the upper hand, only to see your opponent slip in a weird little combo and undo half your work. But then you find a clever response, and the seesaw tips back your way. It’s tense in a fun way, and even when you’re behind, there’s almost always a path back in if you play it right.
There’s a real sense of momentum, like you’re building something, only to watch it unravel if you get too greedy. That balance between holding on to your characters for points and spending them for powers is where the real magic happens. Do you keep the sage and score points, or give her up to pull a game-changing card from the discard pile? That kind of decision is at the heart of the game.
If you like two-player games that make you think and reward smart plays, this one’s got plenty to offer. It reminds me a bit of Jaipur or Lost Cities in terms of structure, but it feels more tactical, more layered. Like those games grew up and got into politics.


Our experience with Winter Court so far
Winter Court really shines when you’ve got someone you play with regularly. There’s a lot of room for reading your opponent, trying new strategies, and adjusting your playstyle as you go. If you’ve got a gaming partner you love to go head-to-head with, this one’s a solid pick. It’s quick to set up, doesn’t hog table space, and feels satisfying whether you win or lose. Well… maybe a little more satisfying if you win.
Now, fair warning. It might take a game or two before everything clicks. The rules themselves are pretty straightforward, but figuring out how all the different powers interact takes a bit of time. The first game might feel a little like “wait, what does this guy do again?” but once you’ve seen the characters in action, it becomes second nature.
Another thing to keep in mind is card economy. Since you usually only play one card per turn, unless you’re using a special ability, every card matters. It’s tempting to go for a strong move, but if you’re not careful, you might find yourself short on good options later. Passing, where you draw two and discard one, might seem like a quiet move, but it’s a smart way to shape your hand and set up for the next round. And if you’re ahead, it can help nudge the game toward a quicker finish. Just be careful not to give your opponent too much time or too many cards to work with.
There’s no one-size-fits-all strategy, which is honestly a big part of the fun. Sometimes you lean into powers. Sometimes you rush the royals. Sometimes you bluff, stall, or try something weird just to see if it works. The game encourages that kind of experimentation, and when something clicks, it feels great.


Final thoughts
Winter Court really finds a nice balance between being simple to learn and surprisingly deep once you get into it. It’s compact, clean, and clever. It doesn’t overwhelm you with rules, but there’s enough going on to keep you coming back. I’ve really enjoyed how every game feels a little different, even with the same set of powers, just because of how the tug-of-war unfolds and how each player uses their options.
It’s a quiet kind of duel, full of mind games and little victories. You won’t find dice or dramatic reveals here. Just sharp decisions, shifting control, and that wonderful feeling when a plan comes together and your opponent just lets out a sigh and says, “You planned that, didn’t you?”
We got our copy from Rio Grande Games for review, and it’s definitely staying in our collection. Not every game lands with us, but this one? It’s got that staying power. If you’re into smart two-player games with a bit of bite and a lot of subtle drama, Winter Court is worth your time.
Just be ready to lose a few times while you figure it out. And maybe keep a mug of something warm nearby. It is winter, after all.






