The White Castle rules: how to play and how to score
Reviewed on 22 October 2026 against the publisher’s rulebook. How we check
The White Castle plays 1 to 4 players over three rounds of three turns: each turn, you take a die from a Bridge and place it to send your clan members to the court of Himeji Castle. Here are the essential rules, setup and final scoring, based on the official rulebook.
- Players
- 1 to 4 (solo against the Tokugawa Clan)
- Play time
- About 80 minutes
- Winner
- Most Clan Points; on a tie, the player higher in turn order
The White Castle quick rules
- The goal
- You lead a minor clan at the court of Himeji Castle. Your Courtiers climb the Castle, your Warriors train and your Gardeners tend the gardens. The game lasts three rounds of three turns per player, and the most Clan Points wins.
- Taking a die
- On your turn, you take a single die from either end of one of the three Bridges, and the next die slides into the empty end without changing its value. The die on the left end, near the lantern, also gives you your Lantern Reward.
- Placing the die
- The die always covers a value, printed or that of another die. If yours is higher, you gain the difference in coins; if lower, you pay it. Then you carry out the space’s actions. At most two dice can be stacked on the main board, and never with 1 or 2 players.
- Where to place your die
- In the Castle’s five rooms, you carry out the card’s actions that match your die’s color. Outside the Walls, any color gives you a Gardener, Courtier or Warrior action. The Well is always worth 1 and gives a Daimyo Seal and the benefits of its two tiles.
- Your Domain board
- Each color has its own line: coral for Courtiers, black for Gardeners, white for Warriors. You gain the line’s visible rewards, then your Action card’s action. Each Clan member who leaves reveals new rewards.
- Warriors and Gardeners
- A Warrior goes to a Training Yard for Iron and carries out its Yard tiles’ actions. A Gardener goes to a Garden card where you don’t have one yet, for Food, and carries out its action; it acts again at the end of rounds.
- Courtiers
- For 2 coins, a Courtier enters the Gate of the Castle; for 2 or 5 Mother-of-Pearl, a Courtier moves up one or two levels. On the first two floors, you take the room’s card, which replaces your Action card, and carry out one of its light-background actions. With the Daimyo, you gain your Lantern Reward and a favor from the Daimyo card.
- Lanterns, Seals and the Passage of Time
- A Lantern Reward gives every benefit visible in your Lantern Area, which grows with each new card. You keep five Daimyo Seals at most: two are worth one Resource, one is worth one coin. On the Passage of Time track, each Checkpoint costs 1, 2, then 3 Seals.
- The end of a round
- It comes when only three dice are left on the Bridges. The new turn order follows the Passage of Time track. Each Bridge that still has a die activates its two Garden cards for the Gardeners on them, then all the dice are rolled again.
- Solitaire mode
- You face the Tokugawa Clan, which never pays for anything and only gains coins. Its Solitaire cards choose its die and its actions; it turns its coins into points at the end of each round and scores the rest like a player.
- Beginner traps
- A die lower than the value it covers costs you coins. Without a Courtier inside the Castle, your Warriors score nothing. And without Daimyo Seals, your Influence marker stays stuck before the next Checkpoint.
- Matcha
- With the Matcha expansion, each player takes four turns per round, which ends with four dice left. The green Bridge adds dice that never go into the Castle, the tea fields and the Himeji outskirts, and geishas who go to the pond or follow the tea path to the tea house.
How to score The White Castle
- Clan Points scored during the game
- Your space on the Clan Points track before final scoring, plus 40 or 80 for your tile.
- Coins and Daimyo Seals
- 1 point per set of 5 coins and Daimyo Seals combined.
- Leftover Food, Iron and Mother-of-Pearl
- For each Resource, 1 point if you have 3 to 6 left, 2 points if you have 7.
- Passage of Time
- 3 points in the second season, 6 in the third; in the fourth, the number shown below your space, from 10 to 15.
- Courtiers
- 1 point at the Gate, 3 on the first floor, 6 on the second, 10 with the Daimyo.
- Warriors
- The value of your Warriors, 1 or 2 each depending on its Yard, times the number of your Courtiers inside the Castle, not counting those at the Gate.
- Gardeners
- The points printed on the Garden cards your Gardeners are on.
- Matcha: leftover chasen
- With the Matcha expansion, chasen count like the other Resources: 1 point for 3 to 6, 2 points for 7.
- Matcha: geishas in the tea garden
- 2 points for your geisha at the edge of the pond, 1 per geisha at the entrance, 2 on the first space of the tea path, 3 on the second.
- Matcha: geishas in the tea house
- For each geisha, 2 points per Gardener you placed in the top room, per Warrior in the middle room, per Courtier, Gate included, in the bottom room.
Worked example
Emma has 34 points on the track. She keeps 4 coins and 3 Seals: 7, so 1 point. She has 2 Food (0), 4 Iron (1) and 7 Mother-of-Pearl (2) left. Her Influence marker ends in the fourth season, on a space worth 11. Her Courtiers: one at the Gate, two on the first floor, one on the second and one with the Daimyo, so 1 + 6 + 6 + 10 = 23. Her Warriors are worth 2 + 2 + 1 = 5, times her 4 Courtiers inside the Castle: 20. Her Gardeners score 4 + 6 = 10. Total: 34 + 1 + 0 + 1 + 2 + 11 + 23 + 20 + 10 = 102 Clan Points.
Common mistakes
- Counting Courtiers at the Gate in the Warriors’ multiplier: they score 1 point each, but multiply nothing.
- Multiplying the number of Warriors instead of their value: a Warrior is worth 1 or 2 depending on its Yard.
- Counting coins alone: Daimyo Seals are added to them, 1 point per set of 5.
- Scoring 1 point for a Resource at 2 units: you need at least 3.
How to set up The White Castle
Setup is done in three phases, plus one for the solitaire mode. The player count changes the Castle cards and the number of dice; the Matcha steps are added if you play with the expansion.
The Castle
- Place the main board in the middle of the table.
- With 2 players and in the solitaire mode, return the Steward and Diplomat cards marked with a diamond.
- Shuffle the Steward and Diplomat cards separately and place one card face up in each room of their level.If all the cards show the same dark-background action, shuffle and start over.
- Place one Daimyo card on the top level.
- Place one Die tile of each color on the three marked spaces, then fill the other rooms at random, in numerical order, and the Well with the dice side face down.Each room must have at least two dice colors.
- Put the Round marker on the first space, then the reserve of coins, Daimyo Seals and +40/+80 tiles.
- Place 4 random Yard tiles on the Training Yards.
Bridges and Gardens
- Put the three Bridges in their river spaces.
- Take 3 dice of each color with 1 or 2 players, 4 with 3 players, 5 with 4 players.
- Roll the dice and place them on their Bridge from lowest to highest, left to right.The lowest goes near the lantern.
- Place one Plant Garden card and one Stone Garden card below each Bridge.
- With Matcha: the board extension, the green Bridge with one more green die than players, three Lily Pad tiles, the Ikebana and Calligraphy cards, and the Ceremony tiles.Three Ceremony tiles in the tea house, yellow side up; one at the edge of the pond, blue side up.
Each player
- Each player takes a Domain board and places their 5 Courtiers, 5 Gardeners and 5 Warriors on it.With Matcha: the expansion boards, the geishas and the Chasen marker on zero.
- Each player places their Resource cubes on zero and their Fan token next to the Clan Points track.
- Stack the Influence markers at random on the Heron, and place the Heron tokens on the Turn Order track in the same order.The marker on top plays first.
- Reveal one more Starting Resource card than players, with a Starting Action card below each.With Matcha, a Ceremony tile below each pair.
- In reverse turn order, each player picks a pair: the Action card to the right of their board, the Resource gained, the Resource card in their Lantern Area.
Solitaire mode
- Set up a 2-player game, but draw your starting cards at random.
- Choose a color for the Tokugawa Clan: it has no Domain board.
- Choose the difficulty: easy, medium or hard.The Tokugawa Clan starts with 0 points, second in turn order and on space 0 of the Passage of Time on easy; 3 points, first and space 1 on medium; 8 points, first and space 3 on hard.
- Shuffle the Solitaire cards, Bridge side up.
Frequently asked questions
How many turns are there in The White Castle?
Three rounds, with three turns per player in each round: nine dice played each. A round ends when only three dice are left on the Bridges.
Who goes first in The White Castle?
The Influence markers are stacked at random on the Heron: the top one plays first. After that, turn order follows the Passage of Time track at the end of each round.
How do you score Warriors in The White Castle?
Add up the value of your Warriors, 1 or 2 each depending on their Yard, then multiply by your Courtiers inside the Castle, not counting those at the Gate.
Ludingo’s The White Castle sheet was last reviewed on 22 October 2026, based on: iello.fr 1, boardgamegeek.com, iello.fr 2, BoardGameGeek.