Ludexv2026.11.01-65114139The White CastleOfficial rulebook ↗

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Teach the Game

A script to teach The White Castle at the table — how you win, the board and your Domain, a turn and a round, the end, every way to score and what each resource is for.

How you win

“Himeji, 1761. We lead small clans trying to win favour in the White Heron’s castle. In just three rounds of three turns each we take dice from three bridges and use them to send our family into the castle as Courtiers, into the training yards as Warriors and into the gardens as Gardeners. About an hour. Most Clan Points wins.”

You score mostly at the end, for the clan members you placed:

The loop: take a die from the end of a bridge, place it on an action space — pay or earn coins for its value — then take the action. Only nine dice a game: every one counts.

The boards

The main board with numbered parts

  1. Turn Order track — the Heron tokens; who plays first this round.
  2. Passage of Time track — Influence, seasons and end-game points.
  3. Round track — rounds I–III.
  4. Coral Bridge — coral dice, lowest on the left by the lantern.
  5. Daimyo’s floor — the top floor; its card holds three favours.
  6. Training Yards — where Warriors go: 5, 3 or 1 Iron.
  7. Castle card decks — Steward and Diplomat cards to refill rooms.
  8. Diplomats’ floor — two rooms, two Die tiles each.
  9. Black Bridge — and the Gardens beside each Bridge.
  10. Stewards’ floor — three rooms, three Die tiles each.
  11. White Bridge.
  12. The Well — always worth 1; a Seal and two tile rewards.
  13. Castle Gate — where Courtiers enter.
  14. Outside the Walls — two spaces with a choice of two main actions.

A Domain board with numbered parts

  1. Daimyo Seals — up to 5.
  2. Seal exchanges — 2 Seals for a Resource, 1 Seal for a coin.
  3. Resource tracks — Food, Iron, Mother-of-Pearl, 0–7.
  4. Your die spaces — coral, black, white.
  5. Clan member lines — rewards revealed as members leave.
  6. Action card space — the card at the end of the lines.
  7. Lantern — your Lantern Reward symbol.
  8. Lantern Area — cards slide in here below the board.

A round

Three rounds; each player takes 3 turns a round. Details.

  1. Take a die from either end of any Bridge. The left end also gives your Lantern Reward.
  2. Place it on an empty action space (or on top of a die, with 3–4 players). Higher than the value below: gain the difference in coins. Lower: pay it.
  3. Take the action(s) of that space, in any order.

When only 3 dice remain on all Bridges, the round ends: new turn order from the Passage of Time track, then (rounds 1–2) Gardeners under Bridges that still hold dice act again, and the dice are rerolled.

How the game ends

Ways to score

SourceHow and when
Clan Points Clan Points in playAny time an icon gives them (Castle cards, Daimyo card, Yard tiles…)
Courtier action CourtiersEnd: 1 at the Gate, 3 on the Stewards’ floor, 6 on the Diplomats’, 10 with the Daimyo
Warrior action WarriorsEnd: total Yard value of your Warriors × your Courtiers inside the Castle
Gardener action GardenersEnd: the points printed on their Garden card
Influence (Passage of Time) Passage of TimeEnd: 3 in the 2nd season, 6 in the 3rd, 10–15 in the 4th
coins Daimyo Seal Coins and SealsEnd: 1 point per 5, together
a Resource of your choice ResourcesEnd: 1 for each with 3–6 left, 2 for each with 7
[Matcha] GeishasEnd: Pond, path and Tea House rooms (Matcha)
[Bōeki] Daimyo GiftEnd: your Gift’s goal, if your Influence reached it (Bōeki)

What each resource is for

ResourceWhy you need itHow you get itHow you use it
DiceEvery turnTake one from a Bridge endPlace on an action space; its value pays or earns coins
coins CoinsLower dice, Courtiers at the Gate, GardensHigher dice, cards, Well tilesPay differences, 2 for the Gate, costs on cards
Food FoodGardenersDomain coral line, cardsEach Garden card’s cost
Iron IronWarriorsDomain black line, cards1, 3 or 5 to enter a Training Yard
Mother-of-Pearl Mother-of-PearlCourtiers climbingDomain white line, cards2 to climb one floor, 5 for two
Daimyo Seal Daimyo SealsSeasons, dark actionsWell, cardsCross Passage of Time checkpoints, pay 1 for dark Castle actions, trade for Resources or coins
Influence (Passage of Time) InfluenceTurn order and end pointsCards, Yards, LanternMoves you on the Passage of Time track
Lantern Reward LanternA growing personal bonusTaking a left-end die, iconsGives every icon visible in your Lantern Area

Teaching tips

Rehearse a die placement

Use a three- or four-player example: put a coral five on a main-board space showing three and collect two coins. Later a player stacks a one on that five and pays four coins. Compare against the top die, not the printed three. A stack holds at most two dice.

Now ask what changes with two players: stacking is forbidden. If you chose your die from the left bridge end, collect your Lantern Reward after resolving the coin difference, then perform the space’s actions.

Rules

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