In the serene gardens of The White Castle, under the vigilant gaze of the Daimyo, a subtle yet fierce competition unfolds. Gardeners meticulously care for the ponds, warriors stand alert, and courtiers throng the entrance, all serving the castle’s various clans. Though seemingly harmonious in their daily duties, these clans are engaged in a cunning battle for dominance, each striving to secure the most influence within the court. But which clan will emerge as the most powerful?
👥 1-4 players, ages 12+
⌛ Playing time: 80 minutes
📝 Designers: Isra C. & Shei S.
🎨 Artwork: Joan Guardiet
🏢 Publisher: Devir Games (review copy provided)



The Quest for Dominance Begins
The gameplay spans three rounds, with each round comprising three turns per player. During their turn, players strategically select a die from the sides of the bridges to place on one of the action spaces marked for dice. This action may either cost or earn coins, depending on the difference in pips between the chosen die and the icon or die beneath. The action spaces are gateways to different regions, some with predetermined actions like the well and the areas outside the walls, and others, like the castle and personal domains, offering action cards that evolve throughout the game. Players embark on quests to accumulate resources, gain influence and coins, earn Daimyo seals, and dispatch clan members to court.
Sending clan members to the court is not just a ceremonial act; it unlocks additional abilities on the player boards, leading to further strategic advantages. Warriors, for instance, enable extra actions, while gardeners provide a bounty of resources and coins at the round’s conclusion. Courtiers play a crucial role as they seek audiences in the palace, seizing the action card of the room they enter. This move not only alters the palace’s available actions for the next round but also impacts the player’s personal domains. Specifically, the card previously occupying the personal domain spot boosts the player’s income every time they activate the lantern action on the board.
The round reaches its end when only three dice remain on the bridges, signaling the time to award the gardener’s bonuses. The termination of the third round triggers the game’s finale, where a final tally of the remaining resources and the strategic positioning of clan members within the castle, gardens, and training grounds determines the victor.



Unpacking The White Castle: Design Insights
Crafted by the minds of Isra C. and Shei S, known collectively as Llama Dice and celebrated for their game The Red Cathedral, The White Castle marks the second installment in their trilogy. Brought to life by publisher Devir, this game caters to 1-4 players aged 12 and up, promising around 80 minutes of engaging gameplay. It comes complete with a well-structured rulebook, offering intuitive and accessible gameplay packed with substantial decisions to make in a relatively brief period.
The game’s packaging is deceptively compact, containing an impressive array of components that challenge the box’s capacity to close. Our copy arrived with rulebooks in five languages, necessitating the removal of four to fit everything back into the box. The quality of the components is sturdy and functional, with nothing overly extravagant yet perfectly serving their purpose. The artwork by Joan Guardiet, while perhaps leaning towards the generic and somber, complements the game’s thematic ambiance. The most appealing components are undoubtedly the custom-shaped meeples, available in three distinct types, and the visually eye-catching cardboard bridges that, while not essential, add a nice touch to the game’s presentation.
A Grand Strategy Experience in a Compact Package
The White Castle is a game of precise strategy; with only nine turns at your disposal, each move must be meticulously planned. The balance between deploying the three types of clan members – gardeners, warriors, and courtiers – is crucial. Each type influences the others in a cyclical resource system: gardeners collect iron for warriors, who in turn gather pearls for courtiers, who then procure food necessary for the gardeners. Neglecting any clan member type can lead to a critical resource shortfall, potentially derailing your game strategy.
Player interaction in The White Castle is rather high. Drafting dice from the bridges means players are directly affected by their opponents’ choices, adding strategic anticipation and possible disruption to one’s plans. This dynamic extends to the castle, where courtiers’ actions can alter the available actions by introducing new cards into the rooms they visit, compelling players to adapt their strategies on the fly. However, the game design smartly avoids direct blocking; dice can be stacked up to two high, with the potential cost adjusted by opponents’ placement of higher-value dice.
The White Castle also comes with lots of variability, with action cards and spaces within the castle randomized in each game, ensuring no two games are identical. This extends to the garden benefits and the action spaces, which are also determined by cards shuffled and distributed anew with each play. The game scales effectively across different player counts, with minor adjustments for two-player games and the number of dice used.
Final Thoughts
The White Castle weaves a complex strategy, resource management, and tactical maneuvering narrative, all set within a vividly conceived feudal landscape. Each game presents a new puzzle, challenging players to optimize their limited actions. The depth and richness contained within this seemingly modest box have been a delightful surprise. For those seeking a game that combines strategic depth with a concise playtime, The White Castle is an excellent choice.
📝 Disclaimer: We received a copy of the game from the publisher, Devir.








