Title:
The White Castle: Duel
Description:
Following the arrival of the Portuguese in Japan, daimyos competed for control of foreign trade and technology. Himeji Castle, a symbol of feudal power, became a strategic center for clans seeking to gain influence.
In The White Castle Duel, two clans compete to exert their influence in the White Heron’s court, managing resources and building engines. On each turn, you will use their lamp tokens to obtain resources and activate actions. Among the actions available, you can buy and upgrade influence cards, place clan seals on gardens and training grounds, move your courtier between circles of influence, or trade with the Portuguese. These actions will allow you to accumulate a series of icons — flags, katanas, kabutos, and origami figures — that will reward you with points, and whoever ends up with the most points wins.
—description from the publisher
In the 16th century, Japan began trading with the West after the arrival of Portuguese merchants and Jesuit missionaries. Himeji Castle, a symbol of feudal power, was a strategic enclave where exotic goods arrived that soon altered the balance of power between the clans. In The White Castle: Duel, two clans compete for influence over Himeji’s court and Daimyo. Whoever gets the most points at the end of the game will be the winner!
Designed by Sheila Santos and Israel Cendrero, the duo known as Llama Dice, and illustrated by Joan Guardiet, this completely independent edition of The White Castle is specifically designed for two players and has different mechanics from those of its predecessor. Although both games share thematic settings and some references, which will be familiar to those who know The White Castle, this game offers a new challenge for those who face it.
In The White Castle: Duel there are no dice or bridges. The players have six lamp cylinders that they will use to select the actions they want to carry out and, at the same time, activate the effects of their lamp cards. Among the actions available, players will be able to use resources to place their clan seals in strategic places on the main board, get influence cards and valuable merchandise tokens, which will offer points based on different criteria.
Emulating the subtlety of the intrigues of the Japanese court, in this game everything can change with a small action, because the players can use a special token to exchange the actions of the board. With a marked strategic character, The White Castle: Duel draws on the best of The White Castle and elevates it to a new exclusive experience for two players, a field in which the authors are specialists. Are you ready to return to the White Castle and claim your place next to the Daimio?
COMPONENTS:
Cardboard:
1 Main board (55.5x19cm)
2 Personal Domain boards (14.3x15.5cm; player color on back)
1 Starting Player marker (59mm dia.)
8 Training tiles (73x54mm; 4 Basic foot soldiers + 4 Elite horsemen)
6 Social Climbing tiles (25x50mm)
4 Change Activation tokens (purple, 24mm dia.)
6 Activation tiles (hexagonal)
6 Location tiles (square)
6 Merchandise tiles (square, 3 light brown Common, 3 dark brown Luxury)
8 Garden tiles (scalloped cornered squares)
20 Daimyo Seals (red)
20 Coins (blue, 1 Yen)
2 Point tiles (+40/+80)
Cardstock:
57 cards (44x57mm):
• 6 Starting Resource cards
• 12 Weapon cards (green influence cards)
• 12 Flag cards (blue influence cards)
• 12 Origami cards (coral red influence cards)
• 15 Lantern cards
Wood:
24 Lantern tokens (4x each cream white, red-orange, black)
6 Resource cubes (2x each amber Food, dark gray Iron, light gray Mother-of-Pearl)
2 Clan Point Counters (1x fan each player color yellow, dark blue)
2 Courtiers (1x Meeple each player color)
16 Clan Seals (8x disks each player color)
5 Rulebooks (24 p. each English, Spanish, Portuguese, Italian, Catalan).
In The White Castle Duel, two clans compete to exert their influence in the White Heron’s court, managing resources and building engines. On each turn, you will use their lamp tokens to obtain resources and activate actions. Among the actions available, you can buy and upgrade influence cards, place clan seals on gardens and training grounds, move your courtier between circles of influence, or trade with the Portuguese. These actions will allow you to accumulate a series of icons — flags, katanas, kabutos, and origami figures — that will reward you with points, and whoever ends up with the most points wins.
—description from the publisher
In the 16th century, Japan began trading with the West after the arrival of Portuguese merchants and Jesuit missionaries. Himeji Castle, a symbol of feudal power, was a strategic enclave where exotic goods arrived that soon altered the balance of power between the clans. In The White Castle: Duel, two clans compete for influence over Himeji’s court and Daimyo. Whoever gets the most points at the end of the game will be the winner!
Designed by Sheila Santos and Israel Cendrero, the duo known as Llama Dice, and illustrated by Joan Guardiet, this completely independent edition of The White Castle is specifically designed for two players and has different mechanics from those of its predecessor. Although both games share thematic settings and some references, which will be familiar to those who know The White Castle, this game offers a new challenge for those who face it.
In The White Castle: Duel there are no dice or bridges. The players have six lamp cylinders that they will use to select the actions they want to carry out and, at the same time, activate the effects of their lamp cards. Among the actions available, players will be able to use resources to place their clan seals in strategic places on the main board, get influence cards and valuable merchandise tokens, which will offer points based on different criteria.
Emulating the subtlety of the intrigues of the Japanese court, in this game everything can change with a small action, because the players can use a special token to exchange the actions of the board. With a marked strategic character, The White Castle: Duel draws on the best of The White Castle and elevates it to a new exclusive experience for two players, a field in which the authors are specialists. Are you ready to return to the White Castle and claim your place next to the Daimio?
COMPONENTS:
Cardboard:
1 Main board (55.5x19cm)
2 Personal Domain boards (14.3x15.5cm; player color on back)
1 Starting Player marker (59mm dia.)
8 Training tiles (73x54mm; 4 Basic foot soldiers + 4 Elite horsemen)
6 Social Climbing tiles (25x50mm)
4 Change Activation tokens (purple, 24mm dia.)
6 Activation tiles (hexagonal)
6 Location tiles (square)
6 Merchandise tiles (square, 3 light brown Common, 3 dark brown Luxury)
8 Garden tiles (scalloped cornered squares)
20 Daimyo Seals (red)
20 Coins (blue, 1 Yen)
2 Point tiles (+40/+80)
Cardstock:
57 cards (44x57mm):
• 6 Starting Resource cards
• 12 Weapon cards (green influence cards)
• 12 Flag cards (blue influence cards)
• 12 Origami cards (coral red influence cards)
• 15 Lantern cards
Wood:
24 Lantern tokens (4x each cream white, red-orange, black)
6 Resource cubes (2x each amber Food, dark gray Iron, light gray Mother-of-Pearl)
2 Clan Point Counters (1x fan each player color yellow, dark blue)
2 Courtiers (1x Meeple each player color)
16 Clan Seals (8x disks each player color)
5 Rulebooks (24 p. each English, Spanish, Portuguese, Italian, Catalan).
Max Number of Players:
2
Barcode:
8436607949947
Publisher:
Devir
Playing Time:
30
Year Published:
2025
Designer:
Isra C.
Shei S.
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Artist:
Joan Guardiet
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Suggested Ages:
10+
Family:
The White Castle
Date Added:
2025-11-03 13:25:19
Automatic Estimated Value:
~MX$359.44
Automatic Estimated Date:
2026-01-01
Date Added:
2025-11-03 13:25:19