Skip to content

Tabletop games

The White Castle

As the head of a minor clan at the court of Himeji Castle in 1761, place members of your family in the gardens, on the training yards and up the floors of the castle to score the most clan points. After the third round, the most influential clan wins.

Checked against the official rules · October 2026

players
1–4
minutes
80
variants
2

You’ll need the game box. Marquoir sums up the rules and keeps score.

Never played? Aim of the game and full rulesStep by step, with examples, for a first game.

Setup

  • 1 to 4 players, ages 12 and up.
  • The main board goes in the middle. For a first game, the rulebook offers a ready-made layout of cards and tiles; otherwise, proceed as follows.
  • With 2 players, the Steward and Diplomat cards marked with a symbol in their lower left corner stay in the box.
  • Shuffle the Steward (ochre) and Diplomat (indigo) cards separately and place one face up on each room of the matching floor; the two remaining decks go on their spaces. If every card in the castle shows exactly the same action on a dark background, reshuffle them and start again.
  • A random Daimyo card (grey) goes on the top floor; the others go back in the box.
  • Die tiles: shuffle them, die side up, place one tile of each colour on the three marked spaces, then fill the rooms at random with the others, in numbered order. Each room must hold at least two colours: if a room on spaces 6 to 10 has only one, its last tile moves to the next free space. The two tiles of the Well are placed die side down.
  • The round marker goes on the first space of its track. Coins, Daimyo seals and the +40/+80 tiles form the general supply.
  • The three bridges go on the river. Keep 3 dice of each colour (black, white, coral) with 2 players, 4 with 3 players, 5 with 4 players. Roll the dice of each colour and line them up on their bridge in increasing order: the lowest on the left, by the lantern, the highest on the right.
  • Under each bridge, a random Plant garden card and a random Stone garden card; the others go back in the box.
  • Four random Yard tiles go on the training yards, on the right of the board.
  • Each player takes a Personal Domain board and the 15 members of their clan: 5 courtiers, 5 gardeners and 5 warriors, each on their spaces. Their 3 resource cubes go on the 0 of the food, iron and mother-of-pearl tracks, and their fan token sits next to the clan points track.
  • The Influence markers are stacked in random order on the heron at the start of the Passage of Time track; the Heron markers are lined up in the same order on the turn order track: the top of the stack plays first, the bottom last.
  • Reveal one more Starting Resource card (orange) than there are players, and under each one a random Starting Action card (yellow): each column forms a pair.
  • In reverse turn order, each player chooses a pair: the Action card goes to the right of their Domain; they gain the resource on the Resource card, which goes in their Lantern Area, at the bottom of the Domain. A Resource card that grants a Decree card (white) adds it to the Lantern Area as well.

How to play

  • The game lasts 3 rounds; each round, every player takes 3 turns, in the order of the turn order track.
  • On your turn, take a die from either end of a bridge; dice in the middle are not available. If some remain in the middle, the nearest one slides into the freed end without changing its value.
  • Place that die on a die space on the main board or on your Domain. It always covers a value, printed or that of a die already there: higher, you gain the difference in coins; lower, you pay it; equal, nothing happens.
  • At most two dice stack, and only on the main board; with 1 or 2 players, dice never stack.
  • A die taken from the left end of a bridge, by the lantern, also gives your Lantern Reward. Then resolve the actions of the space, in any order.
  • The castle: 5 rooms, 3 on the Stewards’ floor and 2 on the Diplomats’ floor. The colour of the die picks the action, the one on the card facing the die tiles of that colour. On the Stewards’ floor, if the die’s colour appears twice in the room, you may take both actions, in any order. A room with no action for a colour does not accept dice of that colour.
  • Outside the Walls: two spaces open to every colour; take one of the two actions shown, which lead to the three main actions, Warrior, Gardener and Courtier.
  • The Well: it is always worth 1, whatever dice are already there, and takes any number of dice without stacking. You gain 1 Daimyo seal and the benefits of its two tiles; the dice already there have no further effect.
  • Your Domain: a coral die goes on the courtiers’ row, a black die on the gardeners’ row, a white die on the warriors’ row. First gain the visible rewards of the row, then you may take the action of your Action card facing it.
  • Warrior: take the leftmost warrior from your Domain and place it on a training yard, paying the iron it requires, then take the actions of its Yard tiles. A yard takes any number of warriors.
  • Gardener: take the leftmost gardener and place it on a garden card that has no gardener of your clan yet, paying the food required, then take the card’s action.
  • Courtier: one or two different actions, once each. Audience: place your leftmost courtier at the Gates of the Castle for 2 coins. Ascent: move one of your courtiers already in the castle up one floor for 2 mother-of-pearl, or two floors for 5, in one go and with a single courtier.
  • The gates lead to any Stewards’ room, a Stewards’ room to any Diplomats’ room, and a Diplomats’ room to the Daimyo’s quarters.
  • A courtier that stops with the Stewards or the Diplomats: your current Action card goes face down in your Lantern Area, offset so its icons stay visible; the card of the room reached becomes your new Action card and you take one of its light-background actions; a card from the deck replaces it. If no card can replace it, take the action without taking the card.
  • A courtier that reaches the Daimyo gives your Lantern Reward, then takes a free spot on the Daimyo card and its benefit; with no free spot, it stays there with nothing more.
  • Lantern Reward: you receive everything shown by the visible icons of your Lantern Area, in any order; it grows with every Action card you replace.
  • Daimyo seals: at most 5 on your Domain. At any time, 2 seals trade for 1 resource of your choice, or 1 seal for 1 coin. They also pay for some first-floor actions and for moving from one season to the next.
  • Resources: each track runs from 0 to 7; anything over 7 is lost, and you never spend more than you have. A black number is gained, a red number is paid.
  • Passage of Time: each gain of influence moves your marker forward; on an occupied space, it goes on top of the stack. Three milestones separate four seasons: crossing them costs 1, 2 then 3 Daimyo seals; without paying, you stay before the milestone.
  • Clan points: red fans move your fan token forward at once; golden fans only count at the end of the game. Past 40 points, take a +40 tile, flipped to +80 on the next lap of the track.
  • End of a round: when only 3 dice remain in total on the bridges. The new turn order follows the Passage of Time track, from most to least advanced; on a tie, the marker on top of the stack plays first.
  • Gardens, after rounds 1 and 2: each bridge that still holds at least one die activates its two garden cards. In the new order, each player takes once the action of every activated card where they have a gardener.
  • Preparation, after rounds 1 and 2: reroll all the dice and line them up again on the bridges in increasing order, then the round marker moves one space.

Scoring

  • Add to the clan points scored during the game:
  • 1 point per full set of 5 coins and Daimyo seals together.
  • 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 season, the value printed under your space, from 10 to 15.
  • Courtiers: 1 point at the gates, 3 with the Stewards (first floor), 6 with the Diplomats (second floor), 10 with the Daimyo (third floor).
  • Warriors: for each yard, the value of your warriors, printed on the yard, multiplied by the number of your courtiers inside the castle, those at the gates excluded. With no courtier inside, warriors score nothing.
  • Gardeners: each one scores the points of its garden card.
  • Rulebook example: 8 points during the game, 1 for coins, 3 for resources, 6 for the third season, 25 for courtiers (10 + 10 + 3 + 1 + 1), 18 for warriors worth 6 with 3 courtiers inside the castle, and 15 for gardeners: 76 points.
  • In Marquoir, enter the points of your fan token, the number of coins and seals (the counter makes the sets of 5), the points for resources and for the Passage of Time, the number of courtiers on each floor, then the points for warriors and gardeners.

End of the game

  • The game ends at the end of the third round, right after the new turn order: the gardens are not activated that time, and you go straight to scoring.
  • The most clan points wins. On a tie, the tied player who is highest in turn order wins.

House rules and pitfalls

  • Money that changes hands is counted in coins of 1; coins of 5 are for making change with the supply.
  • A die placed on the Well earns coins if it is worth more than 1.
  • Turn order is reset every round from the Passage of Time track: moving up that track also means choosing your dice earlier.
  • Successive Action cards pile up in the Lantern Area: every ascent to the first or second floor makes the Lantern Reward richer.
never played?Aim of the game and full rules1 chapters · about 3 min read

Solo mode: the visit of the Tokugawa clan

You play against an automated clan, with a deck of Solo cards, on a two-player setup.

  • You do not choose your starting cards: draw a random Resource card and a random Action card.
  • The opponent takes a colour and its pieces. Depending on difficulty, its fan token, Heron and Influence start at: easy, 0 clan points, Heron in second position, Influence on 0; medium, 3 points, in first position, on 1; hard, 8 points, in first position, on 3.
  • It has no Domain, only an area for its coins, its clan members and its cards. The Solo deck, shuffled, is placed bridge side up.
  • It never pays anything, never triggers an action when placing a die or a clan member, only gains coins, never resources, and may place a die in a room that lacks its colour.
  • On its turn, reveal the top card of the Solo deck and place it to the right; the back of the next card points to a die, by its colour and its place on the bridge (left, centre or right). As long as that die is not available, reveal one more card, in a row.
  • As soon as a designated die is available, place it on the space shown by the card. If it is worth more than the space, the opponent gains the difference in coins; otherwise, it pays nothing. As with two players, nothing stacks: an occupied space sends the die to the Well, with the coins due but without the tiles.
  • Then take every action on the last two cards revealed, or on the single one if the first card fitted, top to bottom and left to right, and put the revealed cards back under the deck. Each impossible action earns it clan points: 1 in the first round, 2 in the second, 3 in the third.
  • Garden: it places a gardener on the cheapest-scoring garden card of the type shown among those where it has none yet; on a tie, you choose.
  • Warrior: it places one on the yard matching the cost shown. Courtier: it places one at the gates, or moves its least advanced courtier up one or two floors; on the first or second floor, you choose the room and its card is removed then replaced; with the Daimyo, it takes the first free favour from the left.
  • The other icons give it clan points, influence on the Passage of Time track or coins.
  • End of each round, right after the new turn order: it hands in its coins for points. First in turn order, each set of 3 coins earns it as many points as the round number; second, each set of 5. It keeps the rest. In the gardens of rounds 1 and 2, each activated gardener earns it the round number in points. Then reshuffle the Solo deck.
  • Final scoring: it counts neither coins nor resources, but everything else like a player.
  • In Marquoir, add the Tokugawa clan as a second participant to compare scores.

Variants

Game mode

  • Multiplayer game

    Two to four clans. With two, dice never stack and the castle cards marked with a symbol stay in the box.

  • Solo: the Tokugawa clan’s visit

    Against an automated clan, on easy, medium or hard. Add the Tokugawa clan as a second participant: it scores neither coins nor resources at the end.

chosen when starting, the scorer follows

Frequently asked questions

How do you score in The White Castle?

To the clan points scored during the game, add 1 point per set of 5 coins and seals, the resources left, the Passage of Time, courtiers according to their floor, warriors multiplied by the courtiers inside the castle, and the garden points.

When does a round end?

When only 3 dice remain on all the bridges together, that is, once everyone has played their 3 dice.

How much do warriors score?

Their value on the yards, multiplied by the number of your courtiers inside the castle, gates excluded. With no courtier inside, they score nothing.

Can dice be stacked?

Two at most, and only on the main board; never with 1 or 2 players. The Well takes any number of dice without stacking them.

Who wins on a tie?

The tied player who is highest in turn order.

The box

Released
2023
Age
Ages 12+
Designers
Sheila Santos, Israel Cendrero
Artwork
Joan Guardiet
Publisher
IELLO
Mechanics
Worker PlacementDice RollingResource ManagementVariable Turn OrderSolo Play
Contents
  • 1 main board, Himeji Castle, and 4 Personal Domain boards
  • 77 cards: starting, castle, garden, solo and player aid cards
  • 15 dice, 5 black, 5 white and 5 coral, and their 3 bridges
  • 15 die tiles and 8 Yard tiles
  • 60 clan members: 20 warriors, 20 courtiers and 20 gardeners
  • 24 coins of 1, 8 coins of 5 and 20 Daimyo seals
  • 12 resource cubes and the Heron, Influence and Fan markers of each colour
  • 1 round marker and 4 +40/+80 Clan Points tiles
Expansions
  • The White Castle: Matcha · 2024

score sheets for this game →

In the same family

see all →