The White Castle - General game info
White Castle
2-4 players, 80 minutes, 12 years and older
AuthorsSheila Santos (io_shei)
Israel Cendrero (israc)
IllustratorJoan Guardiet
Published byDevir Games
Online since 2025-01-19
Developed byBart De Cock (be_com4)
Boardgamegeek371942
Complexity3,02/5
Yucata.de owns a license for the online version of this game. A big "thank you" to the copyright owners (publisher and/or author and illustrator) who make it possible to have this game for free online here!
The White Castle - Rules

The White Castle

Japan, 1761: Harima province. Daimyo Sakai Tadazumi is one of the most significant advisors to the Edo Shogunate, and governs the region from Himeji Castle. Thus, it is in the best interest of the various local clans to curry favor with the Sakai clan. To achieve influence, they will have to insert members of their family into every level of life within the White Castle, from political roles to military positions, and even down to the lowliest landscape workers, who care for the smallest details of the palace’s gardens.

In The White Castle, players take on the role of leaders of minor clans, who vie for position and their clan’s future in the court of the White Heron.

Cunning and timely management of resources and the placement of family members within Himeji Castle will be the key to victory!

Game Components

General:

1
Main board (Castle of Himeji and surroundings)
4
Bridges (coral, black, white)

Tiles and Marker:

32
32 Coins (24x 1, 8x 5)
20
Daimyo Seals
15
Dice (5x coral, 5x black, 5x white)
15
Die-tiles
8
Yard-tiles
4
Tiles "+40/+80 Clan Points"
1
Round marker

For the players:

1
Personal Domain
15
Meeples (5 Courtiers, 5 Gardeners, 5 Warriors)
3
Cubes to mark the Resources (Food, Iron, Mother-of-Pearl)
1
Heron token
1
Influence token
1
Fan token (points)

77 Cards:

18 Starting Cards
9 Resource cards
6 Action cards
3 Decree cards
36 Castle Cards
15x 1st floor
12x 2nd floor
9x 3rd floor
10 Garden Cards
5x Plant garden cards
5x Stone garden cards
4 Player aid cards

Setup

If there are 2 players, leave the Steward and Diplomat cards with a mark in the lower left corner back in the box.
CASTLE      
  1. Place the main board so that it can be reached by all players.
  2. Shuffle the decks for the Steward (ochre) and the Diplomat level (indigo) separately. Place 1 card face up in rach space of the corresponding level. Put both of the remaining decks in the spaces for them on the main board.

    Important: if all the cards in the castle show the exact same dark-background action, return those cards to their decks, shuffle them again, and redo the step.

  3. Draw 1 Daimyo card (grey deck) and place it on the last level. Put the rest of these back in the box.
  4. Mix up all the Die tiles with the side showing the dice icons face up. Randomly take one of each color and place them in each of the 3 marked spaces.

    After that, fill all the rooms by randomly placing tiles in the empty spaces in numerical order. Each room must have at least 2 different dice colors. When placing tiles in positions 6 to 10, if all the tiles in a room would be the same color, place the last tile in the next available space (check the printed numbers to see which space is next).

    The tiles that are placed in the Well must be placed with the dice side face down.

  5. Put the Round marker in the first space of its track.
  6. To one side of the board, create a common reserve of coins, Daimyo Seals, and the four +40/+80 Clan Point tiles.
BRIDGES      
  1. Put the Bridges in their river spaces (or you can play without the die-cut Bridges if you prefer). Take 3/4/5 dice of each color depending on whether there are 2/3/4 players in the game. Put the extra dice back in the box. Roll the dice of each color and put them on their respective Bridges in ascending order from left to right, so that the lowest value is on the left of the Bridge near the lantern and the highest value is on the right. The others are placed in order across the center of the Bridge.
GARDENS      
  1. Shuffle each of the 2 Garden card decks separately. Randomly draw 1 Plant Garden card and 1 Stone Garden card and place them below each Bridge. Then put the remaining Garden cards back in the box.
TRAINING YARDS    
  1. Place 4 randomly selected Yard tiles in the corresponding spaces on the board with the indicated side up. Put the rest of the Yard tiles back in the box.
PLAYER SETUP  
  1. Take 1 personal Domain board; 15 members of your Clan, which you must place in their appropriate spaces: 5 Courtiers, 5 Gardeners, and 5 Warriors; and 3 Resource cubes, which you place in the 0 space for each Resource. Place your Fan token next to the Clan Points track.
  2. Put each player’s Influence marker on top of the Heron next to the Passage of Time track, stacking them in random order. Then, place the Heron tokens on the Turn Order track in the same order as the Influence markers, so that the color at the bottom of the stack is the last to play and the color at the top is the first to play.
  3. Draw pairs of Starting cards:
    • Draw and place face up as many Starting Resource cards (orange deck) as the number of players +1.
    • Place a random Starting Action card (yellow deck) below each of the Starting Resource cards to form a pair.
  4. Now, in the opposite order as the order of turns, each player will choose 1 pair of Starting cards:
    • The Action card goes on the card space of the Player’s Domain board.
    • Next, they gain the Resource shown on their Starting Resource card, then place it below their Domain board in the Lantern Area as shown in the picture.

    Your Resource card may grant you a Decree card. If it does, take the Decree card indicated and place it directly in your Lantern Area, with your Starting Resource card.

Playing the Game

The white of the plaster on the walls and the white of the feathers on the herons that live in the area are in perfect harmony at Himeji Castle.

A game of The White Castle is divided into 3 rounds of play, during which each player takes 3 turns.

The player who is at the top of the Turn Order track is the first to take their turn. Once that player has concluded their turn, it is the next player shown on the track. Once all the players have played 3 turns (that is, once they have played 3 dice each and there are a total of 3 dice left on the Bridges), then that round comes to a close (see End of the Round) and the next round begins. At the end of the third round, it passes on to the End of the Game.

CLANS POINTS AND CONDITIONS FOR VICTORY

Once the game is over, the winner will be the one who has advanced their Fan token farthest on the Clan Points track.

When red-colored fans are collected, move the Fan token up the corresponding number of spaces.

The golden fans are only counted at the end of the game.

If, at any time, 40 Clan Points are exceeded, that player takes a +40 tile and places it next to their Domain board. If 40 points are passed again, the tile is turned over to show +80.

A Player’s Turn

During your turn, you will choose 1 die from one of the Bridges and place it in one of the areas marked with a die symbol, and then apply the effect of that space.

USING THE DICE

From atop the bridges of the palace, one can contemplate the koi fish swimming below. Many take this moment of calm as they pass over these bridges to decide which is the right path for them to take.

PROCEDURE FOR USING THE DICE

  1. Choose a die from either of the 2 ends of whichever Bridge you prefer. The dice between the ends along the Bridge are not available. If there are still dice on the central part of the bridge after the die is taken, the die closest to the newly vacant spot is moved onto it without changing its value so it is available for the next player.
  2. Put the die in one of the spaces on the main board or your Domain board that shows a die icon. When placed, it will always cover another value: either the one printed on the board or that of another die that is already in that space.
    • If the value of the newly placed die is greater, gain the difference in coins from the common reserve.
    • If the value of the newly placed die is less, pay the difference in coins to the common reserve.
    • If the value of the newly placed die is the same as that below it, no coins are gained or paid.

    When the coral die showing 5 is placed on top of the 3, you get 2 coins. Later, someone places a 1 on top of that 5, which means they must pay 4 coins.

    STACKING DICE

    Only a single die can be stacked atop each die, and only on the spaces of the main board.

    In a 2-player game, dice cannot be stacked on top of other dice in any part of the game.

  3. If you choose the die on the left side of the Bridge, you gain the Lantern Reward from your own personal domain.
  4. The action or actions for the space you placed the die in are now carried out in whatever order you choose.

GAINING AND PAYING COINS AND DAIMYO SEALS

When a black number appears together with an icon, you gain a quantity of coins, Daimyo Seals, Clan Points, Resources, etc. equal to that number.

A red-colored number together with the coin icon or Daimyo Seal icon indicates that you must pay the indicated amount in order to gain or perform what is indicated by the arrow.

Gain 2 Daimyo Seals
Pay 3 coins to perform the Courtier action

Any money changing hands is always indicated in the game with coins of a value of 1. The players can make change with the common reserve using the larger 5-value coins at any time.

GAINING AND PAYING RESOURCES

Your Domain board has a track for each of the 3 Resources, showing values from 0 to 7. If you gain a Resource, move the cube up on the corresponding track. When you spend those Resources, move the cube down. You can never have more than 7 of any Resource (any extra are lost), and you can never spend Resources below 0.

IRON
FOOD
MOTHER-OF-PEARL

The Grounds Areas

The Castle

The Personal Domains

Outside the Walls

The Well

The Castle 2-players

The first floor of the castle is known as the “thousand-mat room” because of the enormous quantity of tatamis that are placed on the floor for the comfort of visitors.

Dice can be placed in the Castle within any of the 5 rooms: 3 spaces are available on the Stewards’ floor and 2 spaces are available on the Diplomats’ floor.

The action or actions for these locations are determined by the color of the die that is placed there: You can carry out the actions shown on the card next to the Die tile(s) matching the die that was just placed.

On the Stewards’ floor, up to 2 actions can be performed in any order on the same card if the die color used appears in that room twice. If there are no actions available for one of the die colors, dice of that color cannot be placed in that room.

If you play this white die here, you get 2 coins because the die was placed on top of a 3 and shows the value 5. In this room, the actions on the card matching the white die can be carried out in any order: By paying 1 Daimyo Seal, you can perform the Courtier action, and furthermore, you can move your Iron marker up 2 spaces.

outside the walls 2-players

The clans who come to Himeji Castle are usually made to wait at the bottom of the hill until they are granted entrance into the domains of the Daimyo.

These 2 spaces are not restricted by color, so any color of die can be placed in them.

When you place a die Outside the Walls, you are able to perform 1 of the 2 actions indicated by the space it is placed in. The game’s 3 principal actions are available here:


Gardener action

Courtier action

Warrior action

It would not be possible to place another die in the space on the left because it would exceed the maximum of 2 dice placed in a single space. So, you play a black die in the space to the right and pay 1 coin (it was placed on top of a 5). Then you choose to perform the Warrior action.

The Well

The Well of Okiku is one of the most enigmatic locations of Himeji Castle, and it hides unexpected surprises within it.

The value of this space is always 1, regardless of other dice that were placed here earlier. There is no limit to the number of dice that can be placed in this space. If a die showing a value greater than 1 is placed here, in addition to the Resources granted by this location, you will also receive the corresponding coins.

When a die is placed, 1 Daimyo Seal is gained along with the benefits indicated on the 2 tiles there.

By placing a black die showing a 3 in the Well, you gain 2 coins, 1 Daimyo Seal, 1 Mother of-Pearl, and 1 Resource of your choice. The coral die that was previously placed there has no effect at all.

The Personal Domains

Each clan has a council of wise men who decide what the next step is to take in order to ensure the maximum influence in the Heron’s court.

Each die color is assigned to a space on your Domain board and corresponds to a line of Clan members as well as certain actions and their associated rewards.

  • If a coral die A is taken, it can only be placed in the Courtier’s line,
  • a black die B with the Gardeners, and
  • a white die C with the Warriors.

When these dice are placed, the following steps must be followed in the order they appear:

  1. Gain visible rewards: You gain the rewards (Resources, Daimyo Seals, coins, and/or Lantern Rewards) indicated by the icons visible in the line where the die was placed; then
  2. Gain the Action card reward: You can perform the action shown on the card that corresponds to the line where the die was placed.

When this die is placed on your board, you will have to pay 3 coins, as it was placed on the printed 6. You will gain 3 Food and 2 coins, and after that you may perform the card action. In this case, the action is to obtain 1 Daimyo Seal and 1 Resource of your choice.

Sending Clan Members to the Court of Himeji

During the game, you will send members of your Clan to work in the gardens, to train in the defense of the castle, or to climb the social ladder of the nobility. At the end of the game, these Clan members will grant Clan Points in different ways (see "End of the Game").

Warrior


This action allows you to take the Warrior piece farthest to the left in your personal domain and assign it to any Training Yard. Each Training Yard can house any number of Warriors from all the Clans.

Placing a Warrior has a cost in Iron that depends on which Training Yard you place them in. When a Warrior is placed in a space, you can carry out the action or actions indicated on that space’s Yard tile(s) in any order you choose.

The red player carries out the Warrior action, so they take the first available Warrior from their personal domain A. They must pay 5 Iron to place it B, and then can carry out any action that is assigned to a black Die tile, so they choose this action Cto obtain 2 Clan Points and the benefit of the Well. In addition, they move their Influence marker forward 2 spaces D.

GARDENER


This action allows you to take the Gardener piece farthest to the left in your personal domain and assign it to a Garden card that does not already have a Gardener from your Clan.

Placing Gardeners has a cost in Food that depends on the Garden card. When your Gardener is placed on a card, you carry out the indicated action.

The yellow player performs the Gardener action: They take the first available Gardener from the row on their Domain board (in this case, it is the second one that the player places). After paying the 4 Food it costs to place it, the player pays 3 coins to perform the Courtier action (with its own usual cost). It was not possible to place the Gardener on the card that grants 2 Daimyo Seals since there was already a Gardener from their Clan on it.

COURTIER

Courtiers allow you to carry out up to 2 of these different actions: either just one of them, or both once each, even using different Courtier pieces:

  1. Request an audience: Take the Courtier piece that is farthest to the left on your Domain board and place it in the Gates of the Castle space by paying 2 coins. The Gates of the Castle can hold any number of Courtiers from all the Clans.
AND / OR
  1. Social Climbing: Take 1 of your Courtiers that is in the Castle and pay 2 or 5 Mother-of-Pearl to move up 1 or 2 levels in the Castle. The Courtiers at the Gate can access any of the first-floor rooms. The Courtiers that are on the first floor can move to any room on the second floor. Courtiers can get to the Daimyo’s room from any room on the second floor.

    This movement cannot be divvied up among different Courtiers and must be done all at one time.

  • If the Courtier ends their movement on the first or second floor of the Castle, you must carry out the following steps in the order they appear:
    • Take the Action card you have in your personal Domain, turn it over, and place it face down on top of the last card in your Lantern Area, slightly off center to the right so that the icons of all cards can be seen.
    • Place the card from the room that your Courtier just reached in the now-empty space of your Domain board and carry out one of the light-background actions on that card.
    • Replace the card on the main board from its deck.
      Important: If the card cannot be replaced, you still carry out the light-background action but you do not take the card and the rest of the steps are ignored.
  • If the Courtier’s move ends on the third floor of the Castle, in the Daimyo’s room, you must carry out these steps in the following order:
    • Gain the Lantern Reward
    • Place the Courtier in any available position on the Daimyo’s favor card if there are any available, and gain the indicated benefit. If there are no available spaces left, simply leave the Courtier in that room and do nothing more.

The blue player performs the Courtier action, taking the first available Courtier from their personal domain Aand paying 2 coins to move it to the Gate, where they already have 1 Courtier B. After that, they pay 2 Mother-of-Pearl to move 1 of their Courtiers. They opt for the one that is already on the first floor of the Castle C and move it up to a room on the second floor D. Once this is done, they move the card from their Domain board to their Lantern Area and turn it face down E. Then they take the card that is in the room they just moved the Courtier to and place it on their Domain board before executing the light background action: in this case, the action is to obtain 3 Resources of their choice F.

T he green player carries out the Courtier action but, this time, chooses not to pay the 2 coins to place their Courtier at the Gate. Instead, they opt to pay 5 Mother of-Pearl to move a Courtier they have on the first floor all the way up to the third floor. Once the Courtier arrives, they obtain the Lantern Reward and 1 of the rewards available on the Daimyo card, choosing the 2 Daimyo Seals.

Daimyo Seals

The Regent having a good opinion of you is essential for achieving your goals at court.

Daimyo Seals represent vouchers from the clan of the Regent, which you can accumulate during the game. Up to 5 of them can be stored in your personal domain. They can be used to move into the next season of the Passage of Time track as well as to perform certain actions on the cards of the first floor.

Additionally, at any moment during the game, you can exchange 2 Daimyo Seals for 1 Resource of your choice (Food, Iron, or Mother-of-Pearl) or exchange 1 Daimyo Seal for 1 coin. You may do this as many times as you wish. A reminder of this rule is shown on your Domain board with these icons:

Lantern Rewards

The entire castle is illuminated with light from the lanterns, their glow guides the steps of those who visit.

Every time you activate a Lantern icon, you receive the benefits of all the icons that are visible in the Lantern Area of your personal Domain, in the order you choose. If you wish to get more cards to add to your Lantern Area, you can do so through social climbing in the Castle on the 1st and 2nd floors.

Every time this player gets a Lantern Reward, they gain 2 Clan Points right away, 1 Food, 1 coin, and move 1 space forward on the Passage of Time track. If more cards are added later, the reward becomes more significant.

The Passage of Time track

Herons are the symbol of Himeji castle, and their behavior over the course of the year marks the arrival of the most important events at court.

This track symbolizes the Influence that each Clan has at court, and at the end of each round of the game is used to determine the order of the players’ turns in the following round.

When your Clan gains Influence, move your Influence marker forward on the track. If you land on a space occupied by another player’s token, place your token on top of the stack.

There are 3 Checkpoints along the Passage of Time track that divide the year into the 4 seasons. In order to move past each Checkpoint, you must pay the cost of 1, 2, or 3 Daimyo Seals as shown. If you do not want to or are unable to pay the cost, you cannot move your Influence marker into the next season.

Also, you will get points at the end of the game depending on the position you have obtained on this track.

END OF THE ROUND

When there are only 3 dice in total left on all of the Bridges, the end of the round is activated.

  1. New order of turns:

    Whoever ‘s Influence marker is the farthest along the Passage of Time track will have the first turn in the next round. If there are ties, the player whose token is on top goes first. Arrange the Heron tokens accordingly.

When you finish the third round of the game, after updating the turn order, go directly to the End of the Game section without applying the following steps.

  1. Gardens:

    At the end of each round, there will always be some dice on some of the Bridges. When the round is over, Gardeners are activated if the Bridge above them has at least 1 die on it. The actions on the Garden cards beside the Bridges that still have dice on them are now applied in turn order: The players use each of the actions where they have Gardeners just once each, but in whatever order they prefer.

At the end of each round, there will always be some dice on some of the Bridges. When the round is over, Gardeners are activated if the Bridge above them has at least 1 die on it. The actions on the Garden cards beside the Bridges that still have dice on them are now applied in turn order: The players use each of the actions where they have Gardeners just once each, but in whatever order they prefer.

  1. Prepare the following round:: At the end of the first and the second round,
    1. Take all the dice of each color, roll them, and then place them on the Bridges again in ascending order from left to right as you did during the game setup.
    2. Move the Round marker forward 1 space.

END OF THE GAME

When the year comes to a close, the clans come together in the winter court and bow in respect to the clan that is the best among them.

At the end of the third round, after establishing the new order of turns, the final points are counted up. In addition to the points collected during the game, players also get Clan Points by carrying out these steps:

1 Score Remaining Resources

  1. For every 5 coins and/or Daimyo Seals you have, 1 Clan Point is granted (rounded down).
  2. For each Resource that you have between 3 and 6 units remaining, 1 Clan Point is granted. If you have 7 units of a Resource left, you get 2 Clan Points.

2 Score the Passage of Time

  1. If your Influence marker has reached the second season, you get 3 Clan Points. If it ends up in the third season, then you get 6 Clan Points. Once you reach the fourth season, you are granted the score indicated on the space that your token occupies (which is between 10 and 15 Clan Points).

3 Score Clan Members

  1. In the Castle: Each Courtier that is in the Castle grants Clan Points depending on the location they are in:
    • 1 Clan Point at the Gate.
    • 3 Clan Points if they are on the first floor (Stewards).
    • 6 Clan Points if they are on the second floor (Diplomats).
    • 10 Clan Points if they are on the third floor (Daimyo).
  2. In the Training Yards: You gain Clan Points for the Yard by multiplying the total value of your Warriors in this location by the number of Courtiers that you have inside the Castle (not at the Gate): Each Warrior has the value indicated in the Yard they occupy based on these icons.
  3. In the Gardens: Each Gardener grants their Clan as many Clan Points as is shown on the card they are on.

Whoever obtains the most Clan Points wins the game! If there is a tie, whoever is higher in the order of turns wins.

T he blue player collected 8 Clan Points during the game A. At the end, they get 1 Clan Point for coins B and 3 more for their remaining Resources C. Their position on the Passage of Time track gives them 6 Clan Points D. Their Courtiers award them 25 Clan Points (10+10+3+1+1) E. Their Warriors multiply by 6 (2+2+1+1) the number of Courtiers inside the Castle (3), resulting in 18 Clan Points F. Finally, their Gardeners give them 15 more points G. Their total score is 76 Clan Points.

Symbols

Gain the Lantern Rewards from your Domain board
Gain this number of Clan Points.
Move your Influence marker forward X spaces on the Passage of Time track.
Gain this amount of Food by moving your marker up (max. 7 — any amount beyond this is ignored).
Gain this amount of Iron by moving your marker up (max. 7 — any amount beyond this is ignored).
Gain your choice of 1 Resource by moving your marker up. If the icon shows a number, you can opt for the same Resources or for different Resources to reach the total number.
Gain the indicated number of coins from the common reserve.
Gain this amount of Mother of-Pearl by moving your marker up (max. 7 — any amount beyond this is ignored).
Obtain X Daimyo Seals
Pay the indicated number of coins into the common reserve.
Perform the Courtier action.
Perform the Gardener action.
Perform the Well action, as if you had placed a die of value 1.
Perform the Warrior action.
Perform a Personal Domain action , as if you had placed a die of value 6 in one of your 3 die spaces. You cannot trigger the exact same line more than once in a single turn.
Perform any action associated with a black Die tile in the Castle on the main board.
Perform any action associated with a white Die tile in the Castle on the main board.
Perform any action associated with a coral Die tile in the Castle on the main board.
Perform any action associated with a Die tile that is in the Castle on the main board.
Perform a light-background action from any card in the Castle on the main board.
 
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