After the third round of The White Castle, establish the final turn order, then add the following endgame categories to Clan Points gained during play. Do not activate gardens at the end of round three. This checklist is for the original base game; Matcha adds geishas and other scoring opportunities.
1. Remaining coins and Daimyo Seals
Count coins and Daimyo Seals together. Every complete group of five is worth 1 Clan Point; ignore a leftover group of fewer than five. For example, seven coins plus three Seals yield ten combined items, so two points. These are the items still in your supply after any spending during play.
2. Food, iron and mother-of-pearl
Score each of the three resource tracks separately. A track ending at zero, one or two gives zero points; three through six gives one point; seven gives two points. For example, food 7, iron 4, mother-of-pearl 2 score 2 + 1 + 0 = 3 Clan Points. Do not pool those amounts into one combined conversion.
3. Passage of Time
Your Influence marker’s final season grants no season points in the first season, 3 in the second, 6 in the third, or the printed 10–15 value of its exact fourth-season space. Crossing checkpoints during play requires the indicated Daimyo Seals. The final track position also established turn order, which matters for a tie.
4. Courtiers in and around the castle
Each of your Courtiers scores by final location: 1 at the Gate, 3 on the first floor, 6 on the second, or 10 in the third-floor Daimyo room. Courtiers that remain on your domain board do not contribute this placement score. A Courtier at the Gate is valuable for its one point but is not inside the castle for the Warrior multiplier.
5. Warriors in Training Yards
For each yard, add the printed value of your Warriors there and multiply that yard total by the number of your Courtiers inside the castle (first, second or third floor). Courtiers at the Gate do not count. Suppose you have two inside courtiers and Warriors whose yard values total four; the Warrior category scores eight points. If you have zero inside courtiers, a yard contributes zero final Warrior points, even though its placement action may have helped earlier.
6. Gardeners in Gardens
Each Gardener scores the Clan Point value printed on the Garden card it occupies. Add all your occupied-card values. The card action when placed and any eligible earlier round-end reactivations are separate from this final printed value.
Total, example and tie
Suppose you have 18 points from play, 2 from coins/Seals, 3 from resource tracks, 6 from Passage of Time, 9 from Courtiers, 8 from Warriors and 5 from Gardeners. Your final total is 51 Clan Points. The highest score wins. If scores tie, the player higher in the established turn order wins.
Common scoring errors: pooling the three resource tracks; counting Gate courtiers for Warriors; and reactivating gardeners after round three. Check each separately before moving the fan marker.
Continue: The White Castle guide · How to play · Strategy · Scoring · Matcha expansion
Rules source: Devir’s official English rulebook and publisher game page. This article describes the original base game.