The Game
The Himeji Castle is a famous tourist spot in Japan. The game The White Castle refers to it, and is a heavy Eurogame. One thing which
surprised me is the size of the game. When I first saw photos of the game, I
had thought it was about the size of Ticket To Ride. It turns out to be
much smaller. I guess it's because of how many components it has. It gives the
impression of being a bigger game.
The game components are pretty and well produced. The heron is the player
order marker. The round token is the player order advantage marker. Every
round the player order is determine by the advantage marker. The fan is the
score marker. The three meeples are your warrior, gardener and courtier.
These cards are used during setup, giving players different starting
resources and advantages.
The central chunk is the Himeji Castle. You send your courtiers here. The
higher they go, the more points they score. You find cards here listing
actions you can perform when you place dice next to them. The section on the
left is the garden. There are three bridges with dice. You will be claiming
dice from the bridges to perform actions. You also place gardeners in the
garden to claim benefits and score points. At the top right you see training
grounds. That's where you place warriors. You gain benefits and at game end
your warriors score points based on how many courtiers you have in the castle.
These bridges are the most eye-catching part of the game. Dice are sorted and
when you take one, you must take the lowest or the highest. When you place a
die at a spot to perform an action, that spot has a die printed. If your die value is higher, you earn money based on the difference. However if your die value is
lower, you have to pay. So normally the higher dice are more desirable.
However, if you take a low die, you gain a lantern bonus. Sometimes that is
worthwhile. It may even be the better choice, depending on your situation.
These are some of the locations in Himeji Castle where you can place dice and
perform actions. The cards tell you what you can do. The little square tiles
on the left of the cards tell you which dice colour does what. If the action
you want to perform is linked to a red die, you have to take a red die.
Generally there are two things you do in this game. You are either collecting
resources, or you are spending resources to place a meeple.
This is your player board. The three tracks on the left are for recording
three resources in the game - rice, iron and pearl. You can store at most 7 in
each type. You have three types of meeples, and five per type, making a total
of 15. The two face-down cards at the bottom right are your lantern bonus. You
start the game with just one card, but you may add cards here as the game
progresses. The lantern bonus will increase over time.
These are the training grounds where your warriors are deployed. You spend
iron to send them here. The rewards for placing warriors are randomly
determined at the start of the game.
This is the castle gate. To enter the castle, your courtier must first come
here. When standing at the gate, they are not considered to be in the castle
yet. They must take at least one more step to get inside. However even if they
are standing here, they do still score 1 point at game end. See the fan icon
at the top right corner of the gate.
This large beautiful fish is the round marker.
You can have up to two dice per location. When the second die is placed, you
compare its value with that of the first die. Whether you earn money or have
to pay depends on the difference.
If you place a die on your player board, you will gain resources and also
perform an action specified by that card on your player board. The amount of
resources you gain increases as you deploy more meeples to the main
board. More icons are revealed as meeples are taken off your player board.
The game is played over three rounds. You only have three turns per round.
That's not a lot. However there are ways to create chain actions and to claim
extra actions. After three rounds, the highest scorer wins the game.
The Play
The White Castle is a pretty typical heavy Eurogame. You collect
resources. You deploy meeples. The interaction is indirect. You don't directly
attack. You compete over limited resources - the dice and the dice placement
spots. There are various ways to score points, but deploying your meeples is
the most important one.
When I played, I decided to focus on just my courtiers and my warriors.
Warriors score points based on how many courtiers go into the castle, so they work well together. I didn't want to be too greedy. Focusing my energy on
two out of three types should be efficient. However this strategy didn't quite
work. Han managed to place all 15 of his meeples. Needless to say, he won
comfortably. I should have been more ambitious.
One fun bit of the game is how you can create chain actions. Some actions
let you place a meeple. When placing a meeple, you get some reward. Sometimes
that reward allows you to place a meeple. This is how you can chain actions.
You'll still need the necessary resources to be able to place meeples, so you
need to prepare enough before you can pull something like this off. At the end
of every round, leftover dice on bridges let you gain benefits. This is
another way you get to do more or gain more resources beyond your 9
actions.
Towards late game, the castle gets busier with courtiers.
I made one mistake. I forgot that courtiers at the gate didn't count as
being in the castle. So they didn't help warriors score points. I needed to make them take one more step to enter the castle proper. By the time I realised my mistake, it was too late. I couldn't get them all in (I was green) before the game ended.
Leftover resources at game end may score points for you. The fan icon means points. If you have 7 of a particular resource, that gets you 2 points.
The Thoughts
The White Castle is at heart an efficiency game. With your limited actions, you try to collect resources as efficiently as possible, and you try to place your meeples as efficiently as possible. In my opinion the game is formulaic, reflecting the current state of heavy Eurogames. Ten years ago, I would not have imagined myself using the term "heavy Eurogames" as something negative. Today I still consider heavy Eurogames my favourite genre. My issue is I find most recent heavy Eurogames lacking in creativity. Not in terms of setting or story, but in game mechanisms. The White Castle has a Japanese setting, and that's actually quite common. The Western audience likes this stuff. It's a good marketing decision.
If you like heavy Eurogames, The White Castle is precisely one, and you may like it. It's strategic. There is no direct aggression. What I find enjoyable about it is how you can create chain actions. If you plan well, you can orchestrate satisfying super turns. If you are an experienced gamer, don't listen to me. You can judge for yourself whether this game is your type or not.