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Gamehelpthewhitecastleduel

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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 (Costs 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.

Garden (Costs 2 or 5 rice)

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

OR

  • Pay 5 rice 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 in the bottom of that column.

Social Climbing (Costs 2 or 5 mother-of-pearl)

(If no one has chosen this yet, choose an unused ladder, on the left or right of the castle to climb)

  • Pay 2 mother-of-pearl to go up 1 space

OR

  • Pay 5 mother-of-pearl to go up 2 spaces

You get whatever bonus you land on. Also, at the end of the game, you'll 1, 2, or 3 points per fan, based on what level you are on.

Take additional lantern income

One of the actions let you take one color of income again this turn.

Gain a lantern card

To improve your income, an action may let you get a lantern card from the market below the castle.

Buy an influence card

If the deck is to your lantern's left or right, you can take whatever action is on the card by paying it's cost. Then take the card into your area to reveal another one beneath.

Upgrade an influence card

Each influence card shows what symbols it has on the back. When you upgrade an influence card, flip it over to reveal the symbols on the back.

Scoring

At the end of the game each player scores

  • Fans score 1-3 points based on what ladder level they achieved (to the left/right of the castle)
  • Katanas score 1 point per clan seal in the training yard left side
  • Kabutos score 1 point per clan seal in the training yard left side plus 2 points per clan seal in the training yard right side
  • White origami cranes score 1 point per blue origami crane the player has
  • Each 5 coins/seals (together) counts as 1 point
  • Each resource with 3-6 remaining counts as 1 point; with 7 remaining it counts as 2 points