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Gamehelpthewhitecastleduel: Difference between revisions

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During the game, each player will have 2 phases of 6 turns each. First, each will take 6 OUTGOING turns, then each player will take 6 RETURNING turns. Then players will count up points.
During the game, each player will have 2 phases of 6 turns each. First, each will take 6 OUTGOING turns, then each player will take 6 RETURNING turns. Then players will count up points.


== Outgoing turn ==
== OUTGOING turn ==
1. (Optionally, if you have an exchange token, you can use it. Otherwise skip this step.)
1. (Optionally, if you have an exchange token, you can use it. Otherwise skip this step.)
2. Take a lantern from your board, and gain income in that color.
2. Take a lantern from your board, and gain income in that color.
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This is similar to an outgoing turn, but you take lanterns from the castle board instead of from your own personal supply. That means you could potentially use more of one color than another.
This is similar to an outgoing turn, but you take lanterns from the castle board instead of from your own personal supply. That means you could potentially use more of one color than another.


1. Take a lantern from the castle board and game income in that color.
1. Take a lantern from the castle board and game income in that color.  
 
2. Take the actions on either side and place it on your own personal board.  
2. Take the actions on either side and place it on your own personal board.  


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=== Training Yard (2 or 5 steel) ===
=== Training Yard (2 or 5 steel) ===
Pay 2 steel to place a clan token in the left side + get left side bonus OR
 
OR Pay 5 steel to place a clan token on the right side + get right side bonus
* Pay 2 steel to place a clan token in the left side + get left side bonus  
 
OR
 
* Pay 5 steel to place a clan token on the right side + get right side bonus


Clan seals in the Training Yard will score points based on specific icons shown at the top of the location.
Clan seals in the Training Yard will score points based on specific icons shown at the top of the location.

Revision as of 02:18, 12 November 2026

Goal

The goal of White Castle Duel is to score the most points. You can score points mostly by collecting symbols (and increasing) how much each symbol is worth. More on this later.

Gameplay

During the game, each player will have 2 phases of 6 turns each. First, each will take 6 OUTGOING turns, then each player will take 6 RETURNING turns. Then players will count up points.

OUTGOING turn

1. (Optionally, if you have an exchange token, you can use it. Otherwise skip this step.) 2. Take a lantern from your board, and gain income in that color. 3. Place the lantern on the main board, either a space of a different color, or on a stack that doesn't have that color yet. Then take the actions on either side. (See below for actions)

RETURNING turn

This is similar to an outgoing turn, but you take lanterns from the castle board instead of from your own personal supply. That means you could potentially use more of one color than another.

1. Take a lantern from the castle board and game income in that color.

2. Take the actions on either side and place it on your own personal board.

Actions

Training Yard (2 or 5 steel)

  • Pay 2 steel to place a clan token in the left side + get left side bonus

OR

  • Pay 5 steel to place a clan token on the right side + get right side bonus

Clan seals in the Training Yard will score points based on specific icons shown at the top of the location.