Skip to content

Sort the Court!

2017

A tiny decision game where yes-or-no choices ripple into a kingdom's trade-offs.

Ages 8+Web

MeaningfulnessMinimaleditorial ↘
You play
Players answer a stream of requests with simple yes-or-no choices, then watch population, happiness, and resources drift in response over many short sessions.
Why it may be useful
Every yes or no comes with a delayed consequence, so you start to sense that a cheap decision now can cost you later. The kingdom never shows its arithmetic, so what forms is a feel for trends rather than a method for reasoning about them.
Keep in mind
This recommendation is tied to the author-hosted Web build, not to legacy downloads or vaguely remembered past versions.

Get the game

Not your thing? See similar games →

In depth

Written 2026-09-15 · editorial assessment, not a measured effect · how we rate →

What the game is

Sort the Court is a small browser game by Graeme Borland, with art by Amy Nichols and music by Bogdan Rybak. It began as an entry for the Ludum Dare 34 game jam and is free on itch.io, where payment is a voluntary donation.

You sit on a throne. Subjects walk up one at a time, each with a request or complaint written in a couple of sentences. You answer yes or no, by mouse click or the Y and N keys, and the next one steps forward. Above the throne sit the kingdom's running totals: how many people live there, how content they are, and what the treasury holds.

The art is a simple cartoon and a session lasts a few minutes, which is what the itch.io page says of it. That page also warns that the downloadable Windows and Linux builds may not run on newer machines, so the browser version is the one to use.

What you actually do

Every visitor is a trade. A miner wants funding to dig deeper, which costs money now and may pay later. A traveler wants to settle, which adds a mouth to feed. You answer with almost no information, and then the numbers move, sometimes at once and sometimes several days later when the same character returns to report how it went.

Because the cast comes back, the kingdom slowly turns into a record of your decisions. Starve the treasury and requests you would like to grant become impossible. Getting better means noticing which kinds of yes tend to pay back, and holding something in reserve for those.

What it exercises

  • Weighs an immediate cost against an unclear later return.
  • Notices that a consequence arrived several turns after the decision that caused it.
  • Keeps a reserve rather than spending everything the moment it arrives.
  • Reads a short brief and commits to an answer without more information.

Why we rate it Minimal Worksheet score 23 / 100

  1. FitHow much real knowledge or skill does the play itself make you use?18weight 45%

    Fit is scored 18. Strip out the trade-offs and no game remains, only a slideshow of faces, so every second of play is a decision with a delayed consequence attached. That is real, but the decision itself is shallow: a single click with almost no information behind it, which is why the number stays low rather than climbing toward a demanding kind of reasoning.

  2. TransferWill what you practise here work outside the game?12weight 30%

    Transfer is scored 12. The pattern practiced, that a cheap yes today can cost something later, is broad enough to recognize outside the game, and that is a real if modest carry. What limits it hard is that the kingdom never shows its arithmetic, so a player learns to sense a trend rather than reason about a mechanism, and nothing here resembles a subject you could name.

  3. PracticeDoes the game make you use that skill again and again, as it gets harder?45weight 25%

    Practice is scored 45. The same decision shape arrives dozens of times in one sitting and hundreds across a save, and sessions are only a few minutes, so returning is easy. It does not go higher because requests start repeating well before the underlying ideas get any deeper, so the repetition eventually stops teaching anything new.

What the evidence says

Editorial onlyNobody outside our desk has checked this. It is our reading of how the game plays.

This is an Editorial only assessment: editorial judgment based on the mechanics, with the itch.io page as the only source. That page confirms the authorship, the game jam origin, the free browser build, the compatibility warning on the downloads, and that a typical session lasts a few minutes. It supports nothing about learning. No research exists on this game, and the argument that answering yes and no to a fantasy court builds any transferable sense of consequence is our reading of the loop.

Editorial assessment - not a measured scientific effect.

Fit
18/100
Transfer
12/100
Practice
45/100

Why it makes the cut

Its yes-or-no kingdom stewardship loop is simple but genuinely game-first.

Editorial only

This is editorial only: the itch.io page is the sole source, confirming the authorship, the free browser build and typical session length. It supports nothing about learning, and the claim about noticing consequences is our reading of the loop.

Player reception source

itch.io ↗ · 10,911 ratings · Checked 2026-08-24

Platforms & access

Prices are US store listings in USD, last refreshed 2026-09-25; regional prices and sales differ.

The current verified recommendation route is browser play.

Legacy downloadable builds carry a compatibility warning and should not be the basis of the current recommendation.

Exception flag: Is the current HTML5 browser build reliable enough to carry this younger civic decision-game role without relying on legacy downloads?

Age guidance
Ages 8+
Topics
History & society
Play styles
Single-player, Narrative
Tags
Browser game · Feedback loops · Light civic trade-offs

Every decision has a delayed consequence, which is genuinely felt, but the kingdom's numbers stay hidden, so what a player builds is a sense of trends rather than any reasoning skill.