Overview
A Castle for All Seasons is a tactical resource management game where players are builders constructing a castle. Each round, players simultaneously select character cards that determine their actions and execution order. Players gather resources, earn money, erect buildings, and place helpers for end-game scoring. The player with the most victory points after 12 (or 15) rounds wins.
Components
- 1 double-sided gameboard (summer/winter)
- 4 card sets of 8 character cards each (one per player color)
- 4 summary cards
- 23 building tiles
- 28 helpers (7 per player in blue, red, yellow, green)
- Victory point markers (1 per player)
- 83 resource pieces: 20 sand (yellow, 1 BP), 18 wood (dark brown, 2 BP), 15 clay (reddish brown, 4 BP), 15 stone (gray, 5 BP), 15 silver (silver)
- 65 game coins: 51x 1 taler, 8x 3 talers, 6x 5 talers
- Winter cards (for variant)
- Starting player marker
Setup
- Place gameboard summer-side up.
- Place 1 taler on each round space (12 spaces for 2/4 players, 15 for 3 players).
- Place 1 of each resource on the defense tower.
- Place building tiles on their matching gameboard positions.
- Each player takes: VP marker (on start), 6 helpers (7 in 2-player), 8 character cards, summary card, 3 talers, 1 sand pile, 1 wooden beam.
- Sort remaining resources onto carts and rider on the gameboard.
Turn Structure
Each round:
- Starting player takes the taler from the highest round space and the starting player marker.
- Select cards: Each player plays 1 character card face-down (2 cards in 2-player game).
- Reveal: All cards are flipped simultaneously.
- Equip workers: Any player who played a Worker takes the depicted resources from the supply and places them on the card.
- Execute cards in fixed order: Messenger, Trader, Bricklayer, Stonemason, Worker, Master Builder. If multiple players play the same card, starting player goes first clockwise.
- End of round: Pass starting player marker clockwise.
Actions
Character Cards (executed in this order)
| Card |
Effect |
| 1. Messenger |
Take 8 talers from the bank |
| 2. Trader |
Place 1 helper next to a cart or rider. After all Traders execute, each helper earns its owner the depicted resources. Must tribute 1 piece of each kind earned to the defense tower. Only displace opponent’s helper if all carts occupied and helper wasn’t placed this round. |
| 3. Bricklayer |
Take all resources of one kind from the defense tower. May erect up to 2 buildings; earn 1 taler per resource used. If building, may place up to 2 helpers. |
| 4. Stonemason |
May buy 1 resource from any Worker card played this round (costs 1 taler each, multiple stonemasons buy sequentially). May erect up to 2 buildings; earn full VP per building. If building, may place up to 2 helpers. |
| 5. Worker |
Take resources from your Worker card to personal stock. May erect up to 2 buildings; earn half VP per building (rounded down). |
| 6. Master Builder |
Take all previously played cards back into hand. Score 5 VP for each building any other player erected this round. Cannot build. Cannot play if holding all 8 cards. Cannot play in round 1. |
Erecting Buildings
- Pay the exact building value using at least 3 different resource types.
- Resource values: Sand=1, Wood=2, Clay=4, Stone=5 building points.
- Silver must first be converted at the forge (1 silver = 1 resource piece of choice from carts).
- Each building erected gives 5 VP to any opponent who played the Master Builder.
Placing Helpers
- Available only with Bricklayer or Stonemason, and only if you built at least 1 building.
- Place up to 2 helpers on unoccupied copper spaces in any erected building.
- Pay the taler fee shown on the helper’s place.
- 2 helpers in one round must go to different buildings.
- Helpers remain permanently until end-game scoring.
Scoring / Victory Conditions
Game ends after 12 rounds (2/4 players) or 15 rounds (3 players), or when the last building tile is erected (finish current round).
Final Scoring (helpers in buildings)
| Building |
Scoring Rule |
| Keep |
3 VP per unoccupied copper helper’s place in the castle |
| Tavern (12-spot) |
1 VP per helper (all players’) in the castle |
| Tavern (6-spot) |
1 VP per 2 helpers in the castle (round down) |
| Small Gate |
1 VP per erected tower |
| Big Gate |
2 VP per erected tower |
| Stable (16-spot) |
3 VP per erected house |
| Stable (12-spot) |
2 VP per erected house |
| Servants’ House |
1 VP per unbuilt building tile remaining on the board |
| Market (1 helper) |
1 VP per 2 talers converted |
| Market (2 helpers) |
1 VP per taler converted |
| Palace |
Convert up to 5 resources to VP at their building point values (up to 10 with both spots) |
| Forge (10-spot) |
1 VP per silver bar in the forge |
| Forge (6-spot) |
1 VP per 2 silver bars in the forge (round down) |
Tie-breakers: Most talers, then highest resource value.
Special Rules & Edge Cases
- Helpers on carts (from Trader) do not score in final scoring; they are removed first.
- A Trader’s helper can be voluntarily removed and used in a building.
- The Stonemason never buys from a player’s personal stock, only from Worker cards.
- Workers may not refuse a sale unless it’s their last piece.
- In 2-player: cannot buy from your own Worker with your Stonemason.
- In 2-player: may build with one card and play Master Builder in same round, but Master Builder gives no VP for your own buildings.
- Silver in the forge stays permanently.
- Overpaying for buildings is not allowed; each building is paid separately.
Winter Variant
Uses winter-side board and winter cards drawn on marked rounds. Adds: Village Tavern (innkeeper), Granary (10/7/3 VP), Plague, Cracked Wall, Damsel of the Castle (8 VP auction), Snowdrift.
Player Reference
| Resource |
Value (BP) |
| Sand |
1 |
| Wood |
2 |
| Clay |
4 |
| Stone |
5 |
| Silver |
Convert at forge to any 1 resource |
| Card Order |
1. Messenger, 2. Trader, 3. Bricklayer, 4. Stonemason, 5. Worker, 6. Master Builder |