Game End and Scoring
When The White Castle ends and how final scoring works: coins, Seals and Resources, the Passage of Time, Courtiers, Warriors and Gardeners, with the rulebook's worked example.
End of the game
After the third round, set the new turn order, skip the Gardens and score. Points gained during the
game are already on the Clan Points track (
red fans); the golden fans printed on the
board and cards score now.
Above 40 points, take a +40 tile; turn it to +80 when you pass 40 again.
Remaining resources
- Coins and Seals: 1 point for every 5 of them together (rounded down).
- Resources: 1 point for each Resource with 3–6 left; 2 points for one with 7.
Passage of Time
| Your Influence marker | Points |
|---|---|
| 1st season | 0 |
| 2nd season | 3 |
| 3rd season | 6 |
| 4th season | the value printed on its space, 10–15 |
[Bōeki] The expansion’s tiles print other values (Bōeki).
Clan members
In the Castle
| Courtier position | Points each |
|---|---|
| Gate | 1 |
| 1st floor (Stewards) | 3 |
| 2nd floor (Diplomats) | 6 |
| 3rd floor (Daimyo) | 10 |
In the Training Yards
Add up the values of your Warriors (shown on each Yard) and multiply by the number of your Courtiers inside the Castle — those at the Gate don’t count.
In the Gardens
Each Gardener scores the points printed on its Garden card.
[Matcha] Geishas score too (Matcha). [Bōeki] Add your Daimyo Gift (Bōeki).
Winner
Most Clan Points wins. On a tie, the tied player higher in turn order wins.