If you’ve played the original The White Castle, you’ll recognise the setting right away. We’re back around Himeji Castle during Japan’s Nanban Period, when Portuguese traders and Jesuit missionaries suddenly showed up in the 1500s and brought all sorts of new goods with them. That whole exchange shifted the political balance between the different daimyos, and Himeji became a pretty important place.
The White Castle Duel takes that same historical moment but keeps things focused on just two players. You each lead a clan trying to earn prestige at the Court of the White Heron, and whoever has the most points after two rounds wins. Very clear setup, even if the decisions inside those rounds can get a bit chewy.
👥 2 players, ages 10+
⌛ Playing time: 30 minutes
📝 Designer: Isra C. & Shei S.
🎨 Artwork: Joan Guardiet
🏢 Publisher: Devir Games (review copy provided)



Gameplay Overview
The game plays over two rounds, and each round gives you six turns. Every turn works the same way: you may use a change activation tile, then you place or pick up one of your lantern tokens, then you take the reward for that lantern colour, and finally you carry out the two actions next to the spot you interacted with.
Placing tokens in the first round is where the puzzle starts. If a location is empty, you can’t use the token that matches the colour printed on the tile. If there are already tokens there, you simply can’t match any colour that’s already present. A maximum of three tokens can sit in one place. It sounds simple, but honestly, it leads to a lot of “oh no, you blocked me there” moments. In the second round you take tokens back, and you can take the top token from any stack, even if it’s your opponent’s. That part is quite fun, actually, because your plans from round one suddenly matter a lot more than you expected.
Whenever you place or pick up a lantern, you get the rewards from the pile of lantern cards in that colour on your player board. Those cards stack, so the longer the game goes on, the bigger those rewards become. It gives you this little engine-building feeling, but in a compact way. Nothing huge or explosive, just steady progress.
The two actions next to the location are the main things you’ll do: placing clan seals in gardens, improving your training yards, moving your courtier up the social track, trading resources for tiles or cards, activating lanterns, or improving influence cards so they score later. You can do the actions in any order, and if you decide not to use one of them, you get a small well bonus instead.
At the end of the second round, when all lanterns have been picked up, you score everything: leftover resources, flags, katana and kabuto scoring from your training yards, crane scoring, and whatever you earned during the game. Highest total wins.


Artwork, Components, and Visual Design
To be fair, the production is exactly what you’d expect from a modern euro-style game: sturdy cardboard, wooden pieces, clear icons, and pleasant artwork. Nothing flashy or deluxe, but it looks good on the table and doesn’t get in the way of actually understanding the game.
The illustration of Himeji Castle on the board is quite charming, and the lantern tokens are nice to handle. There’s a clean graphic style across the cards and tiles, which I personally appreciate when rules are already doing enough heavy lifting. Everything feels consistent, which is more important to me than having some huge showpiece mini or oversized component.
So, visually: good, functional, and tidy. No hype needed.



Our Experience
Honestly, the game surprised us a bit. It’s a compact two-player game, but there’s a lot happening inside each turn. Not in an overwhelming way, but in that “oh, I didn’t think of that consequence” way. The lantern mechanism creates a flow of decisions that feels quite different from most duels. In the first round you’re basically setting traps for yourself and your opponent at the same time, and in the second round you’re trying to extract value without accidentally giving your opponent something tasty.
The decisions are tight. Sometimes too tight, depending on your tolerance for being blocked. Colour restrictions can be funny in one moment and mildly frustrating in the next. If you enjoy that sort of tension, it’s great. If you don’t, well, there’s no escape from it here. Every move matters, and the board fills up faster than you expect.
What surprised us most is how much interaction there is for such a clean design. Not in a mean way, just constant tiny shifts and interruptions. When we played, we often found ourselves reacting to each other’s placements more than executing some big master plan. That feeling of trying to read the other player becomes part of the fun.
Replayability seems solid so far because the influence cards are shuffled into three random decks, the tiles change, the lantern cards rotate, and the setup never looks exactly the same. But to be fair, you’ll mostly play for the timing and the little tactical adjustments, not for wildly different strategies each game.
We haven’t decided yet whether we prefer this one over the original White Castle. They do very different things, and this duel version feels naturally tighter and more focused. For two players specifically, I guess I’d personally reach for the duel more often. It just fits that format better.

Our Thoughts
If you like two-player games with a steady pace and a lot of small decisions, this one is really well put together. It’s not heavy, but you do need to stay alert. The lantern mechanism is the star for me, mostly because of how it ties the two rounds together. It’s neat and understated.
Even so, I can see some people not clicking with it. Some players won’t enjoy the constant colour restrictions or the fact that early placements can haunt you later. The influence cards being split into random decks can create moments where you simply don’t see any card that works with your plan. And sometimes you feel like the game just won’t let you breathe for a turn. For a short game, it can be a little intense.
But when the flow clicks, the whole thing becomes very satisfying. You build your little lantern stacks, you help your courtier climb a bit further, you gather some cranes or katana icons, and you try to squeeze out just a few extra points here and there. It’s a design that respects your time and attention, and honestly, that already goes a long way for me.
📝 We received a copy of the game from Devir.







