Game rules

Castle Combo rules: how to play and how to score

Reviewed on 8 October 2026 against the publisher’s rulebook. How we check

Castle Combo plays 2 to 5 players: everyone recruits nine characters, one per turn, in a three by three square. Here are the essential rules, setup and final scoring, based on the official rulebook.

Players
2 to 5
Play time
About 25 minutes
Winner
Most points; on a tie, the most leftover Gold

Castle Combo quick rules

The goal
Each player recruits nine characters, one per turn, and lays them out in a three by three square. Each character gives an immediate ability when you buy it, and scores points at the end based on the condition on its scroll, at the bottom of the card. After nine turns, the tableau worth the most points wins.
The Castle, the Village and the Messenger
In the middle, two rows of three cards: the Castle on top, the Village below. The Messenger, a pawn, sits next to one of the two rows. You can only buy from the row where it is.
A turn
You may first spend a Key, just one. Then you must buy a card from the Messenger’s row, place it and apply its ability. If the card shows the Messenger icon, move the Messenger to the place shown; finally, both rows are refilled to three cards.
Keys and buying
A Key lets you move the Messenger to the other row, or replace the three cards of its row. A card costs the Gold shown in its top left corner, minus your discounts, which add up; a discount card doesn’t reduce its own price. You can always take a card for free, face down: you gain 6 Gold and 2 Keys, but it does nothing and scores nothing.
Placing your card
Each new card touches a card of your tableau along a side, never only at a corner. Never more than three cards in a row or a column, and a placed card never moves. Think about the cards that score based on their row, their column or their exact spot.
Abilities
The ability applies right after you place the card, and the card counts itself. Unless stated otherwise, you are the one who gains, counting only your own tableau. “Your opponents” means all the other players; a neighbor is, your choice, the player to your left or right. Most abilities count the six shields: Nobility, Faith, Scholarship, Military, Craftsmanship and Peasantry.
The end and the final count
When everyone has nine cards, the game stops. First place your leftover Gold on the cards with a purse, without going over their capacity. Then score each scroll, looking only at your own tableau, and add 1 point per Key. Face-down cards and Gold outside purses are worth nothing.
Beginner traps
Forgetting to move the Messenger when the card you bought shows its icon; forgetting to add up all your discounts; running out of Keys, and having to buy from the Messenger’s row even if nothing there interests you.

How to score Castle Combo

Cards
The total of the scrolls on your face-up cards, purses included. Face-down cards are worth 0.
Keys left
1 point per Key you have left.
Gold left outside purses (tie-breaker)
No points: on a tie, the most leftover Gold wins; otherwise the victory is shared.

Worked example

Emma has moved 8 Gold onto her purses and scores 47 points from her scrolls, purses included. She has 3 Keys and 4 Gold outside purses left: 47 + 3 = 50 points; her 4 Gold only matter on a tie.

Common mistakes

  • Scoring Gold that isn’t on a purse: it’s worth nothing, it only breaks ties.
  • Scoring before filling your purses: place your leftover Gold first, without going over each purse’s capacity.
  • Scoring a face-down card: it’s worth 0 points.
  • Looking at other players’ tableaus for a scroll: each condition counts only your own tableau.
  • Forgetting your leftover Keys: 1 point each.

How to set up Castle Combo

Setup is the same for 2 to 5 players. Pick the first player at random, then play clockwise.

The cards

  1. Shuffle the Castle cards (gray backs) and put the deck in the middle of the table.
  2. Reveal the first 3 Castle cards and line them up next to their deck.This is the Castle row.
  3. Shuffle the Village cards (brown backs) and put the deck right below the Castle deck.
  4. Reveal the first 3 Village cards and line them up below the Castle cards.This is the Village row.

The Messenger and the supply

  1. Put the Messenger pawn next to the Village row.So the first player will buy from the Village, unless they spend a Key to move the Messenger.
  2. Make a supply with the Gold and the Keys, within everyone’s reach.Gold and Keys are unlimited: if you run out, use a substitute.
  3. Put the player aid in the middle of the table.It explains all the ability and scoring icons.

Each player

  1. Give each player 15 Gold and 2 Keys.
  2. Everyone leaves room in front of them for a 3 by 3 square of cards.That’s where each player will place their 9 characters.

Frequently asked questions

How much Gold do you start with in Castle Combo?

Each player starts with 15 Gold and 2 Keys.

Can you take a card without paying in Castle Combo?

Yes, always: place it face down and gain 6 Gold and 2 Keys, but that card does nothing and is worth 0 points.

Does leftover Gold score points in Castle Combo?

Only if it’s on a purse, up to its capacity. Gold outside purses is worth nothing, but it breaks ties.

Ludingo’s Castle Combo sheet was last reviewed on 8 October 2026, based on: rulebook (PDF), catchupgames.com, BoardGameGeek.