Ludexv2026.11.01-65114139The White CastleOfficial rulebook ↗

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Bōeki

The White Castle: Bōeki — Passage of Time tiles with rewards and new checkpoint costs, the Trade action and its 20 Privilege cards, the 12 Daimyo Gifts, and solo changes.

Short tag: [Bōeki]

Portuguese merchants arrive at Himeji. The Passage of Time track becomes a trade route with rewards along the way, Privilege cards give lasting powers and each clan pursues a secret gift for the Daimyo. Bōeki needs the base game and can be combined with Matcha; without Matcha, return the Gift tiles and Privilege cards with the teapot mark.

Components

PictureWhat it is
A Passage of Time tile6 Passage of Time tiles — 2 for each of the first three seasons. Daimyo Seals are spent only when your Influence marker moves across a season checkpoint (FAQ).
Privilege card 120 Privilege cards (all faces, FAQ). Privileges take effect as soon as acquired.
Daimyo Gift tile 112 Daimyo Gift tiles (all faces).

Setup changes

The new Passage of Time track

Whenever you gain Influence (Passage of Time) Influence and move, you gain every reward you reach or pass on the tiles, not only the one where you stop. Pay a checkpoint only when movement crosses it; a Privilege that becomes active during that move can waive the next cost. The tiles also change what crossing a season costs — coins or Seals — and the points the track scores at the end.

Passage of Time tileNotes
Spring tile, side ASpring: rewards and the Trade icon.
Summer tile, side ASummer: rewards, a Trade icon and the cost to enter Autumn.
Autumn tile, side AAutumn: end-game points, the Gift icon and the cost to enter Winter.
Spring tile, side BSpring, other tile.
Summer tile, side BSummer, other tile.
Autumn tile, side BAutumn, other tile.

The exact rewards are printed on each tile — check against the physical component: only one side of each tile is pictured here.

The Trade action

The Trade icon appears twice in the Spring segment and once in Summer: up to 3 Privilege cards a game. When you reach or pass it you may at once:

If a Lantern Reward moves you onto the icon, take all its rewards before trading.

Resource of your choice: with Matcha, the Bōeki “Resource of your choice” icon may also be a Chasen, when receiving or paying.

Privilege cards

PictureAbility
Privilege 11. Place a die of any colour on any die space of your Domain, colours may repeat.
Privilege 22. A Courtier moving up 1 floor gives 2 coins; up 2 floors, 1 Seal.
Privilege 33. At any time on your turn, trade any 2 Resources for 1 Seal.
Privilege 44. Your “Request an audience” costs 4 coins, but “Social climbing” costs 1 Mother-of-Pearl less.
Privilege 55. The die spaces of your Domain have a printed value of 4.
Privilege 66. You pay no checkpoint costs between seasons (FAQ). If gained during a move, it is already active when you cross the next season checkpoint.
Privilege 77. Outside the Walls spaces have a printed value of 3 for you.
Privilege 88. A Warrior placed in a Yard immediately gives that Yard’s reward shown on the card.
Privilege 99. The 5-Iron Yard costs you 3 Iron, but you get nothing from its yellow tile.
Privilege 1010. A Gardener on a Stone Garden gives 1 Seal; on a Plant Garden, 2 Seals.
Privilege 1111. Diplomats’ floor spaces have a printed value of 2 for you.
Privilege 1212. [Matcha] Outskirts of Himeji spaces have a printed value of 3 for you.
Privilege 1313. [Matcha] “Enter the Tea Garden” costs 4 coins, but “Walk the Path of Tea” costs 1 Chasen less.
Privilege 1414. [Matcha] Tea Fields spaces have printed values of 1 and 3 for you.
Privilege 1515. [Matcha] A Geisha moving 1 step gives 2 coins; 2 steps, 1 Seal.
Privilege 1616. [Matcha] Blue-curtain actions of Outskirts cards cost you no Seal.
Privilege 1717. Stack as many dice as you like Outside the Walls.
Privilege 1818. Stewards’ floor spaces have a printed value of 1 for you.
Privilege 1919. The Plant Garden action on the right of the river costs you 2 coins less (placing or end-of-round).
Privilege 2020. Dark-background Steward actions cost you no Seal, also from your Domain.

Only the printed value changes, never dice already on a space. Which cards carry the teapot mark is read from their subject — check against the physical component.

Daimyo Gifts

Your Gift is a personal goal. It scores at the end only if your Influence marker reached or passed the Gift icon in the third segment of the Passage of Time track.

PictureGift
Gift 11. 2 points per Courtier on the main board.
Gift 22. 2 points per Gardener on the main board.
Gift 33. 2 points per Warrior on the main board.
Gift 44. 1 point per card in your Lantern Area, Starting Resource card included.
Gift 55. 3 points per set of 1 Gardener, 1 Warrior and 1 Courtier on the board.
Gift 66. 5 points per Courtier on the Castle’s third floor.
Gift 77. 3 points per Warrior in the 5-Iron Yard.
Gift 88. 4 points per Gardener on Plant Gardens.
Gift 99. 3 points if your Influence is in Autumn, 7 if in Winter.
Gift 1010. [Matcha] 2 points per Geisha on the board.
Gift 1111. [Matcha] 4 points per set of 1 Geisha, 1 Gardener, 1 Warrior and 1 Courtier.
Gift 1212. [Matcha] 5 points per Geisha in the Tea House.

Final scoring

Score as usual, with the Passage of Time points of the tiles in play; then add your Gift if your marker reached it.

Solo changes

Rules

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