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=== Rounds ===
=== Game Overview ===


Players take turns placing dice, the round ends when each player has placed 3 dice.
Players take turns placing dice, the round ends when each player has placed 3 dice. At the end of the game, most points wins!


=== On Your Turn ===
=== On Your Turn ===


Choose a dice from either end of any of the bridges.
Play is resolved in this order.


Choose the location to activate with that die.
# Choose a die from either end of any of the bridges and choose the location to activate with that die.
# If you used a die with a value lower than the space, you will need to pay the difference of pips as coins.  If you used a die with value higher than the space, you will get the difference of pips as coins. 
# If you took the (lower) die from the left end of a bridge you also get your lantern effects. (These are the effects on your board to the right of your lantern.)
# Then, perform the effect of your die placement.


If you took the die from the left (lower die) of a bridge you additionally get to do your lantern action, the cards tucked on your play board.
=== Placement Areas ===
 
===== '''Castle ''' =====
You may place your die on the first level or second level of the castle (in any of the 5 spaces). You get the effects of the rows that match the colour of the die you placed there -- typically gaining resources and/or performing a Gardener, Courtier, or Warrior action.
 
===== '''Outside the Walls''' =====
You may place any colour die on the spaces at the bottom right and take one of the adjacent principal actions (Gardener, Courtier, Warrior).


Perform the main action of your die.
===== '''Personal Domain''' =====
For a row on your board, gain the resources of all revealed spaces, then perform the effect on the card to the right that lines up with the row.


If you used a die with value higher than the space, you will get the difference of pips as coins.
===== '''Well''' =====
If need be, you can always place your die in the well (the space is always considered to be 1). Take a Daimyo seal + other resources.


If you used a die with a value lower than the space, you will pay the difference of pips as coins.
=== Principal Actions ===
In addition to getting resources, some die effects let you take a Gardener, Courtier, or Warrior action. These can give additional benefits, possibly even additional actions.


=== Placement Areas ===
===== '''Gardener ''' =====
Choose a garden card without one of your gardeners (left of the castle) and pay the cost in food to place and activate the effect on the card. This card will activate again if there is a die left above it at the end of the round (but not the end of round 3).


''' Castle ''' Dice can be places in any of the 5 spaces on the first level and second level of the castle. Perform all actions that match the colour of your selected die.  
''At game end, each Gardener scores points equal to the point value on their card.''


''' Outside the Walls ''' Place die of any colour and take the adjacent principal action (Gardner, Courtier, Warrior)
===== '''Courtier ''' =====
You can pick one or both in either order: Pay 2 coins to place a courtier in the courtyard, AND/OR Pay 2 or 5 mother of pearl resources to move a courtier up 1 or 2 levels.


''' Personal Domain ''' Gain the resources of all revealed spaces, then perform the action on the card that lines up with the row.
If your courtier ends on the top level of the castle, gain the rewards in your lantern section and place your courtier on an empty bonus space.


=== Principal Actions ===
Otherwise on level 1 and 2, move the personal domain card on your board to your lantern section (it will boost your future lantern actions), and replace it with the card next to the courier you moved. Then do one of the light banner actions on the new personal domain card.


''' Gardener ''' Choose a garden card without one of your gardeners, pay the cost in food to place and activate the card. This card will activate again if there is a die left above it at the end of the round.
''At game end, each Courier scores 1 / 3 / 6 / 10 if at the gate / floor 1 / floor 2 / top floor''


''' Courtier ''' Either, Pay 2 coins to place a courtier in the courtyard, AND/OR Pay 2 or 5 mother of pearl resources to move a courtier up 1 or 2 levels. If your courtier ends on the top level of the castle gain a lantern award (your player boards tucked cards) and place your courtier on an empty bonus space. Otherwise on level 1 and 2 pick a card to take and do one of the light banner actions, then it will flip over and add to your future lantern actions.  
===== '''Warrior ''' =====
Choose any yard (top right corner) and pay the iron resource costs to place a warrior and gain the rewards.


''' Warrior ''' Choose any yard (top right corner) and pay the iron resource costs to place a warrior and gain the rewards. These will also multiple your score for your courtiers in the castle at the end of the game.  
''At game end, each Warrior scores points equal to the number of Couriers you have in the castle (not at the gate), and Warriors at the most expensive yard count double.''


=== Daimyo Actions ===  
=== Free Daimyo Actions ===


You can spend your Daimyo seals to exchange resources at 2-1, or coins at 1-1.
* You can exchange 2 Daimyo seals for any resource
* You can exchange 1 Daimyo seal for a coin


=== End of Round ===
=== End of Round ===
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Turn order will adjust based on who is furthest right and top down on the Passage of Time (Stork) track.  
Turn order will adjust based on who is furthest right and top down on the Passage of Time (Stork) track.  


If dice are left on bridges gardeners will reactivate.  
For any gardener whose bridge still has at least one die, the player may reactivate the action the gardener is on. (Though this doesn't happen at the end of round 3.)
 
Re-roll the dice and proceed to the next round, or proceed to end of game after round 3.
 
=== End of Game Scoring ===
 
==== Score Remaining Resources: ====
 
* For every 5 coins and/or Daimyo Seals you have, 1 Clan Point is granted (rounded down).
* 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.
 
==== Score the Passage of Time: ====
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).


Round will advanced, the game ends after round 3.
==== Score Clan Members: ====
# 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).
# 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.
# 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.

Latest revision as of 06:13, 23 January 2026

Game Overview

Players take turns placing dice, the round ends when each player has placed 3 dice. At the end of the game, most points wins!

On Your Turn

Play is resolved in this order.

  1. Choose a die from either end of any of the bridges and choose the location to activate with that die.
  2. If you used a die with a value lower than the space, you will need to pay the difference of pips as coins. If you used a die with value higher than the space, you will get the difference of pips as coins.
  3. If you took the (lower) die from the left end of a bridge you also get your lantern effects. (These are the effects on your board to the right of your lantern.)
  4. Then, perform the effect of your die placement.

Placement Areas

Castle

You may place your die on the first level or second level of the castle (in any of the 5 spaces). You get the effects of the rows that match the colour of the die you placed there -- typically gaining resources and/or performing a Gardener, Courtier, or Warrior action.

Outside the Walls

You may place any colour die on the spaces at the bottom right and take one of the adjacent principal actions (Gardener, Courtier, Warrior).

Personal Domain

For a row on your board, gain the resources of all revealed spaces, then perform the effect on the card to the right that lines up with the row.

Well

If need be, you can always place your die in the well (the space is always considered to be 1). Take a Daimyo seal + other resources.

Principal Actions

In addition to getting resources, some die effects let you take a Gardener, Courtier, or Warrior action. These can give additional benefits, possibly even additional actions.

Gardener

Choose a garden card without one of your gardeners (left of the castle) and pay the cost in food to place and activate the effect on the card. This card will activate again if there is a die left above it at the end of the round (but not the end of round 3).

At game end, each Gardener scores points equal to the point value on their card.

Courtier

You can pick one or both in either order: Pay 2 coins to place a courtier in the courtyard, AND/OR Pay 2 or 5 mother of pearl resources to move a courtier up 1 or 2 levels.

If your courtier ends on the top level of the castle, gain the rewards in your lantern section and place your courtier on an empty bonus space.

Otherwise on level 1 and 2, move the personal domain card on your board to your lantern section (it will boost your future lantern actions), and replace it with the card next to the courier you moved. Then do one of the light banner actions on the new personal domain card.

At game end, each Courier scores 1 / 3 / 6 / 10 if at the gate / floor 1 / floor 2 / top floor

Warrior

Choose any yard (top right corner) and pay the iron resource costs to place a warrior and gain the rewards.

At game end, each Warrior scores points equal to the number of Couriers you have in the castle (not at the gate), and Warriors at the most expensive yard count double.

Free Daimyo Actions

  • You can exchange 2 Daimyo seals for any resource
  • You can exchange 1 Daimyo seal for a coin

End of Round

Turn order will adjust based on who is furthest right and top down on the Passage of Time (Stork) track.

For any gardener whose bridge still has at least one die, the player may reactivate the action the gardener is on. (Though this doesn't happen at the end of round 3.)

Re-roll the dice and proceed to the next round, or proceed to end of game after round 3.

End of Game Scoring

Score Remaining Resources:

  • For every 5 coins and/or Daimyo Seals you have, 1 Clan Point is granted (rounded down).
  • 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.

Score the Passage of Time:

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).

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.