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
Take your leftmost Warrior and put it in any Training Yard, paying its
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
Take your leftmost Gardener and put it on a Garden card that holds none of your
Gardeners yet, paying the card’s
Food cost. Then you may do the card’s action (paying any
coin cost it shows).
- At the end of rounds 1 and 2 your Gardeners act again if their Bridge still holds a die (End of the round) — without paying Food again.
- Taking the action when you place it is optional; the Gardener still scores the card’s points at the end.
Courtiers
A Courtier action lets you do up to two different things, one or both, in any
order, even with different Courtiers:
- Request an audience — pay 2
coins to put your leftmost Courtier at the Gate
(unlimited room). - Social climbing — pay 2
Mother-of-Pearl to move one of your Courtiers in the
Castle up 1 floor, or 5 to move it up 2 floors. From the Gate to any Stewards’ room, from there to
any Diplomats’ room, and from any of those to the Daimyo’s room. The move can’t be split between
Courtiers.
Ending on the 1st or 2nd floor
- 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.
- Put the card of the room your Courtier reached on your Domain board and do one of its light-background actions.
- 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
- Gain your Lantern Reward.
- 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 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
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 moves your marker along the Passage of Time track. If you land on another
marker, put yours on top.
- Three checkpoints split the year into four seasons. Crossing one costs 1, 2 and 3
Seals. If you can’t or won’t pay, you stop before it. - The track sets the turn order of the next round and scores at the end.
[Bōeki] The expansion’s tiles change the checkpoint costs, the end-game points and add rewards along the track (Bōeki).