Ludexv2026.11.01-65114139The White CastleOfficial rulebook ↗

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Turn and Dice

How a turn of The White Castle works — taking a die from a Bridge, placing it, paying or earning coins, stacking — plus coins, Seals, Resources, turn order and the end of a round.

Overview

The game lasts 3 rounds. In each round every player takes 3 turns, in the order of the Heron tokens on the Turn Order track. A round ends when only 3 dice are left on all the Bridges together.

[Matcha] With the expansion each player takes 4 turns and the round ends at 4 dice (Matcha).

Turn order

The player whose Heron is at the top of the Turn Order track plays first, then down the track. The order changes only at the end of a round.

A turn

You take one die and use it. The steps always go in this order — you can’t come back to a step later.

Taking a die

Take a die from either end of any Bridge; dice in the middle are not available. If dice remain in the middle, slide the nearest one into the gap, without changing its value, so the next player can reach it.

If you take the die at the left end (by the lantern), you gain your Lantern Reward.

Placing the die

Put the die on any space with a die symbol — on the main board or your Domain board — where its colour is allowed. It always covers a value: the one printed on the space, or a die already there.

Stacking

Taking the action

Then the Lantern Reward (left-end die), then the action or actions of the space, in any order you like. All actions are optional. The locations explain each space.

Coins, Seals and Resources

Resources

Your Domain board has a track 0–7 for each of Food Food, Iron Iron and Mother-of-Pearl Mother-of-Pearl. You can never hold more than 7 (extra is lost) or go below 0. a Resource of your choice means one Resource of your choice (with a number: that many, in any mix).

End of the round

When only 3 dice remain on all the Bridges, the round ends:

  1. New turn order — the player farthest on the Passage of Time track plays first next round; on a tie, the token on top goes first. Arrange the Herons to match.
  2. Gardens (rounds 1 and 2 only) — each Bridge that still holds at least one die activates the Garden cards beside it: in turn order, every player uses each of those Garden actions where they have a Gardener once, in any order.
  3. Prepare the next round (rounds 1 and 2) — reroll all dice and lay them on their Bridges in ascending order; move the Round marker.

After round 3, set the turn order and go straight to Game End and Scoring.

Rules

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