Ludexv2026.11.01-65114139The White CastleOfficial rulebook ↗

Visitors

Loading…

Clan Members and Lanterns

The three main actions of The White Castle — Warriors in the Training Yards, Gardeners in the Gardens, Courtiers climbing the Castle — plus Daimyo Seals, Lantern Rewards and the Passage of Time.

During the game you send clan members to court. Each main action takes the member farthest to the left in its line of your Domain board — which uncovers a new reward in that line.

Warriors

Warrior action Take your leftmost Warrior and put it in any Training Yard, paying its Iron Iron cost: 5, 3 or 1, as printed. Yards hold any number of Warriors from every clan, and Warriors never move again.

Then do the action or actions of that Yard’s tile(s), in any order.

At the end each Warrior is worth the value shown on its Yard; you multiply their total by your Courtiers inside the Castle (scoring).

Gardeners

Gardener action Take your leftmost Gardener and put it on a Garden card that holds none of your Gardeners yet, paying the card’s Food Food cost. Then you may do the card’s action (paying any coin cost it shows).

Courtiers

Courtier action A Courtier action lets you do up to two different things, one or both, in any order, even with different Courtiers:

Ending on the 1st or 2nd floor

  1. Turn the Action card of your Domain board face down and slide it onto the last card of your Lantern Area, slightly to the right so every icon stays visible.
  2. Put the card of the room your Courtier reached on your Domain board and do one of its light-background actions.
  3. Refill the room from its deck.

If the deck is empty you still do a light-background action of that card, but you don’t take it and skip the other steps.

Ending in the Daimyo’s room

  1. Gain your Lantern Reward.
  2. Put the Courtier on a free favour space of the Daimyo card and gain its reward. No space left: the Courtier just stays in the room.

Daimyo Seals

Daimyo Seal Daimyo Seals come from the Well and cards. You can hold 5 at most. They pay the checkpoints of the Passage of Time and the dark actions of Steward cards. At any time you may trade 2 Seals for 1 Resource of your choice, or 1 Seal for 1 coin, as often as you like.

Lantern Rewards

Lantern Reward Each time you activate your Lantern — by taking a die from the left end of a Bridge, or through an icon — you gain every icon visible in your Lantern Area, in any order: the strip of your Starting Resource card and of every Action card you have slid there.

The Lantern Area grows each time a Courtier climbs to the 1st or 2nd floor.

Passage of Time

Influence (Passage of Time) Influence moves your marker along the Passage of Time track. If you land on another marker, put yours on top.

[Bōeki] The expansion’s tiles change the checkpoint costs, the end-game points and add rewards along the track (Bōeki).

Rules

↑↓ to move · Enter to open · Esc to close

Drag to move · tap to close