Between Two Castles of Mad King Ludwig: Secrets & Soirees Expansion
Between Two Castles of Mad King Ludwig: Secrets & Soirees Expansion Rulebook
Table of Contents
Table of Contents
- Components
- How to Combine the Expansion with the Core Game Before First Play
- New Setup Steps for Each Game with the Expansion
- Activity Rooms
- Secret Rooms
- Scoring Example (Activity and Secret Rooms)
- Sleeping Rooms (Rule Change)
- New Bonus Cards
- The Mad King's Demand: Personal Castle Variant for 2-8 Players
- Solitaire Modes (Two Solitaire Modes)
- Automa Mode
- Introvert Variant
Components
- 24 activity room tiles (regular rooms)
- 16 ballroom tiles (specialty rooms)
- 21 new regular room tiles (3 each of corridor, downstairs, food, living, outdoor, sleeping, utility)
- 16 secret room tiles
- 1 new throne room (classified as a specialty room)
- 48 regular room type tokens
- 8 new bonus cards
- 1 new castle token (Wartburg Castle)
- 8 new player aids (1 per player)
- 1 new scorepad
- 2 promo tiles (Saxophone Room and Dice Tower Room)
The expansion's tray (a GameTrayz tray, which fits above the yellow tray and has 7 wells for tiles) is optional storage. Its wells hold the tiles as follows: the 2 wells on the left hold 9 tiles each with space in between for a castle token; the 2 wells on the right hold the ballroom tiles, 8 per stack; the 3 wells in the middle hold 13 tiles each (like the 2 wells below the throne rooms in the red tray); the 3 cylinder wells in the middle hold the room type tokens. There are a few too many tiles in this expansion to fit in this tray. Since all of the regular room tiles are shuffled together, the extra tiles fit in the 2 wells below the throne rooms in the red tray.
How to Combine the Expansion with the Core Game Before First Play
- Shuffle the activity rooms, secret rooms, and other new regular rooms in with the rest of the regular tiles.
- Shuffle the new bonus cards in with the rest of the bonus cards.
- Shuffle the new throne room in with the rest of the throne rooms.
The room type tokens are used with the new secret rooms.
New Setup Steps for Each Game with the Expansion
- Shuffle the ballrooms and set them in a face-down stack next to the yellow bonus tray.
- Give each player 1 of the new player aids.
- Use the new scoring sheets at the end of the game.
Sidebar printed in the rulebook: Mad King's Steward is a fan-made app available on iOS that is very helpful for end-game scoring.
Activity Rooms
Activity rooms must be placed at the throne room level or above.
Scoring
Each activity room scores 1 point per tile orthogonally adjacent to it. However, each activity room only scores 1 point total if it has the room type it does not want in any space surrounding it, regardless of how many other tiles are adjacent to it.
In the example shown, the Painting Room scores 2 points for having two adjacent rooms, but the Singer's Chamber only scores 1 point because a sleeping room is in a surrounding space. An activity room can score a maximum of 4 points.
Printed tip on the Trumpet Room card: "The Trumpet Room will not get much use if it is next to a bedroom."
Bonus: Ballrooms
When you place your 3rd activity room, immediately draw 3 ballrooms. Choose 1 of them to keep and immediately place it in the castle. Discard the other 2 ballroom tiles out of the game.
Ballrooms are a specialty room type and can be placed at the throne room level or above. Each ballroom has a particular type of room that it wants in the adjacent castles. It scores 1 point for every room of that type in the adjacent castles. There is no limit to the number of points a ballroom can score.
In the case that there are not 3 ballrooms available to draw, shuffle back into the draw pile the ballrooms that were previously discarded, then draw 3.
Note: In Between Two Castles, whenever you place the 5th tile of any regular room type in your castle, you may gain a specialty room. If you choose a ballroom, use the above rules for selection (draw 3 and choose 1).
Secret Rooms
Secret rooms can be placed anywhere in the castle.
Scoring
Each secret room duplicates the adjacent regular (not specialty) room tile its arrows are pointing at. It duplicates the room type, wall hanging, and scoring rule of that tile, as though it were another copy of that tile in the location of the secret room. Secret rooms do not copy the blue borders of outdoor rooms.
Place a room type token on each secret room to remind you which room type it is for the 3- and 5-room bonuses and scoring of other rooms in the castle. If the room type tokens run out for a particular type, you can still duplicate the room, but there won't be a reminder token.
Example: There are 2 living rooms in a castle. Then, a secret room duplicates one of them. That castle now has 3 living rooms and receives the living room bonus. If another living room were added, it would bring the castle to 4 living rooms, so it would not receive the 3-room bonus again.
Bonus
Secret rooms do not have their own 3- and 5-room bonuses because they are the room type they are pointing at.
IMPORTANT: Secret rooms cannot duplicate specialty rooms.
IMPORTANT: Secret rooms can be placed anywhere in the castle. Therefore, a secret room duplicating a living room can be placed underground, even though a living room cannot be placed underground. Similarly, a secret room duplicating an outdoor room can have another room placed on top of it (because the secret room tile does not have a blue border). However, secret rooms must still follow all other placement rules (they must be adjacent to other rooms, you cannot build a secret room above an outdoor room, etc.).
Clarifications
- Several secret rooms can point at and duplicate the same regular room.
- If one secret room points at a second secret room that points at a regular room, then both secret rooms duplicate that regular room.
- Secret rooms can be placed where they are not pointing at another tile. Later, if a regular room is placed where the secret room is pointing, then the secret room duplicates that regular room immediately.
- Secret rooms do not skip over spaces to point at distant tiles; they only point at the directly adjacent space.
- Secret rooms do not score if they point at specialty rooms, do not point at a room at the end of the game, or if two secret rooms point at each other.
Printed caption on the Behind the Bookcase card: "What could we put behind this wall?"
Scoring Example (Activity and Secret Rooms)
In the example shown, from the top left and going across:
- The Horseshoe Pit scores 3 points for 3 activity rooms (Painting Room, Singer's Chamber, and Behind the Bookcase).
- The Tent Room scores 1 point because it only has 5 other regular room types satisfied (outdoor, utility, corridor, activity, and living).
- The Ball Storage scores 2 points for 2 connected activity rooms (Singer's Chamber and Behind the Bookcase).
- The Vestibule scores 2 points for 2 surrounding mirrors (Singer's Chamber and Behind the Bookcase).
- The Painting Room scores 2 points because it is adjacent to 2 tiles and it does not have a utility room in a surrounding space.
- The Lounge scores 2 points for 2 surrounding activity rooms (Painting Room and Singer's Chamber).
- The Singer's Chamber scores 1 point because even though it is orthogonally adjacent to 3 tiles, a sleeping room is in a surrounding space.
- The secret room Behind the Bookcase scores 3 points because it duplicates the Singer's Chamber, and it is adjacent to 3 tiles and does not have a sleeping room in a surrounding space. This counts as the third activity room in this castle, earning the ballroom bonus.
- The ballroom scores 1 point for each activity room in the castles to the left and the right (not pictured).
IMPORTANT: When drawing extra tiles for the food room bonus, you may select tiles from the supply of face-down regular room tiles (tiles in the 2 wells below the throne rooms in the red tray, the top center 3 wells of the new tray, or the wells from any castle not in the game).
Sleeping Rooms (Rule Change)
Sleeping rooms score 4 points if your castle has any 6 other regular room types by the end of the game. It must have at least 6 out of the following 7 types: activity, corridor, downstairs, food, living, outdoor, and utility (not including sleeping).
IMPORTANT: Specialty rooms, secret rooms, and sleeping rooms do not count toward the 6 other room types to score points for sleeping rooms.
New Bonus Cards
The expansion adds 8 bonus cards. Shuffle them in with the rest of the bonus cards (see How to Combine the Expansion with the Core Game).
- 3 points per set of all four wall hangings in your castle
- 1 point per mirror wall hanging in your castle
- 1 point per sword wall hanging in your castle
- 1 point per painting wall hanging in your castle
- 1 point per torch wall hanging in your castle
- 2 points per activity room in your castle
- 1 point for every specialty room in the adjacent castles
- 2 points per secret room in your castle
The Mad King's Demand: Personal Castle Variant for 2-8 Players
In this variant, you only build 1 castle for yourself. You do not work with either of your neighbors.
Place 1 castle token and 1 throne room in front of each player. Set up the rest of the game as normal.
Start with 9 tiles each round and select 2 tiles every turn as usual.
Round One
During the Choose step of each turn this round, select 1 tile for your castle and place it face-down in front of you, and select 1 tile to give to the player to your left and place it face-down near them: Ludwig's demand.
During the Reveal step of each turn, reveal both of your tiles (the tile you selected and the tile another player selected for you as Ludwig's demand). Place them in your castle in any order, and resolve any bonuses.
Otherwise play continues as normal, with players passing remaining tiles to the left.
Printed caption: "Ludwig has his own ideas about what would be best in this castle."
Round Two
Round two follows the same steps as round one, except that you give Ludwig's demand to the player to your right and pass tiles to the right.
Ending the Game
After round two is over, score only the castle in front of you. The player with the highest final score wins. If there is a tie, the tied players compare the number of specialty rooms in their castles; the player with the highest number wins. If there is still a tie, players share the victory.
Two-Player Adjustments
- There are only 2 castles in this variant (yours and your opponent's). There is no third castle as there is in the core game's 2-player variant.
- Ballrooms and the bonus card "1 point for every specialty room in the adjacent castles" score 1 point for each matching tile in your castle and 1 point for each matching tile in your opponent's castle.
Solitaire Modes (Two Solitaire Modes)
The following section is the official "Two Solitaire Modes" double rulebook for Between Two Castles of Mad King Ludwig, published by Stonemaier Games as a separate English rulebook file (B2CastExp_Auto_Rules_r8) and reproduced here as a part of this expansion's rulebook. The solitaire modes replace the human players with artificial players. Its designer's notes are kept.
Rules that are only relevant for the expansion are printed in orange in the original rulebook. They are marked [Expansion] below.
Introduction
This double rulebook adds rules for playing Between Two Castles of Mad King Ludwig solitaire by replacing the human players with artificial players that play by simpler rules.
There is one rulebook part for each of two ways of playing: the default "Automa" system and an alternative way of playing called the "Introvert Variant."
When using the Automa system, the game plays as a 3-player game with the artificial opponents taking the place of 2 human players.
The Introvert Variant is quite different than the multiplayer game. You have a single castle on your own and play against a single artificial opponent that also has one castle. This variant is simpler, faster, more puzzly, and allows you to slightly manipulate your opponent.
Designer's note: Since Between Two Castles is set in Germany, the names in this solo mode are German inspired and it is useful to know that links and rechts are German for left and right.
The Golden Principles
When reading and using these rules always keep these 2 Golden Principles in mind:
- Any rule not explicitly overruled in this rulebook is still in effect.
- The artificial opponents are considered players in the game.
Components
- 24 Automa cards
- 4 room type cards
- 1 double-sided Automa turn order card
- 3 double-sided player aid cards
Designer's note: The two artificial players are Automas, a species of cardboard life forms constructed using a specific set of design principles. The species came to life in the game Viticulture, set in Italy, and the name comes from the Italian word for Automaton. One might easily be led to think that the artificial player in the Introvert Variant is also an Automa, but the rules violate some of the established design principles for an Automa, so we call her a Fauxtoma.
Automa Mode
Automa Introduction
In this mode, you play against 2 artificial players (Automas), Roberta von Links and Roberta von Rechts, instead of against human players.
You share castle Linkenstein with Roberta von Links and castle Rechtsburg with Roberta von Rechts. The two Robertas share castle Roburg.
Automa Cards
The Automa cards are divided into 4 sections each of which will be explained when needed.
The Automa card's sections are labeled as follows: Secret room type (top section), Filters for tile selection (middle section), Tile tiebreaker (the arrow with a number), and Signal selection (bottom section).
The card ID number at the bottom has no gameplay function and neither do the grey triangles (the latter are indicators for the Introvert Variant).
Automa Setup
Perform the setup steps as usual for a 3-player game, then follow this procedure:
- Shuffle the Automa cards to form a face down Automa deck.
- Place the blue and grey castle tokens close at hand. They are called the signal tokens.
- Place the 4 room type cards, as shown in the example on the next page, to form the base of Roburg. Leave some space between them.
- Look at the leftmost of the two room types that Roburg's throne room "wants" next to it. Find the same room type icon on the room type cards and place the green castle token below it.
- Do the same for the rightmost of the throne room's icons, placing the yellow castle token as shown in the example.
- These tokens mark Roburg's favorite room types. There is no functional difference between the two and they never change.
- Remove Roburg's throne room from the game.
- Choose a difficulty level (as explained on the last page of this part of the rulebook). Pick level 3 (normal) or less for your first play.
- [Expansion] If you chose difficulty level 4/5/6/7, place 1/2/3/4 random room tiles respectively face up in Roburg by following the rules in "Placing a tile in Roburg." Discard and draw a new tile every time you draw a secret room.
- Place the turn order card on the table with the "Round 1" side face up.
- Place the red castle token next to this card.
Example of how the game is set up: Roburg is at the top (set off space for 8x5 tiles). The Automa deck and discard pile are in the middle, with the turn order card and the red castle token below them. Linkenstein is on the left and Rechtsburg is on the right (each set off space for 9x8 tiles; the actual castle size varies a lot and is often a + shape). The signal tokens are below (set off space for 9x1 tiles).
Roburg
Roburg consists of 8 columns, 1 for each non-secret room tile type. Each of these will rarely be more than 5 tiles high.
[Expansion] Secret rooms will be placed into the columns of the other room types and, from then on, each are treated as a room of the column's type in all regards.
Rounds
Each round follows this procedure:
- Instead of giving each player their own hand of 9 room tiles, you place 2 hands of 9 tiles in face down stacks and to the side. Then, randomly lay another 9 tiles in a face-up row in front of you. This is the shared hand.
- You and the Automas take turns playing 2 tiles from that hand until only 1 tile is left in the hand. You then will use the next hand.
Designer's tip: This is different than in the multiplayer game where all 3 hands would be in play at the same time.
- Place the red castle as the turn order token on the turn order card to mark the first player of the round. a. 1st round: Roberta von Links. b. 2nd round: Roberta von Rechts.
- The three of you each take turns in clockwise/counterclockwise order as indicated by the turn order card and you use the shared hand. The turn order token on the turn order card must be moved around to always indicate the player whose turn it is.
- Whenever the shared hand is down to 1 tile: a. Discard that tile. b. If you have played less than 3 hands in this round, take 1 of the 2 hands you placed to the side during step 1. Then, place its tiles randomly in a line to form a new shared hand. c. Otherwise, flip the turn order card to the round 2 side and go back to step 1. If it was already round 2, the game is over, and you proceed to scoring.
Designer's note: There is a player aid card that lets you easily determine whose turn it is in case you forget to move the token.
An Automa's Turn
The turn of an Automa follows this procedure:
- Place the signal tokens above 2 tiles of your choice in the shared hand.
Designer's note: This is done to signify to your partner those tiles that would be good for your shared castle.
- Draw an Automa card and place it face up on top of the discard pile.
- Follow the procedure in the "An Automa Picks and Places a Tile in Roburg" section.
- Follow the procedure in the "An Automa Picks and Places a tile in Linkenstein/Rechtsburg" section.
An Automa Picks and Places a Tile in Roburg
[Expansion] If there are secret rooms in the shared hand, they are considered to have the room type shown at the top of the current Automa card. This type changes each turn, when a new card is drawn.
When an Automa picks a tile for Roburg, she does so from the shared hand by applying the filter(s) (if any) and the tiebreaker on the current Automa card.
- Initially, she considers valid all tile types in the shared hand of which Roburg has less than 5. This can include zero. a. Exception: If Roburg has at least 5 tiles of all the remaining types, they all become valid and you continue the procedure with them.
- Look at the top filter icon on the Automa card. If there isn't one, then skip to step 6.
- Carry out the instructions for this icon (see next section). These define which valid tiles remain valid.
Designer's tip: You can push the tiles slightly downward as they become invalid to make it easier to select the tiles.
- If the filter would leave no valid tile, it is skipped.
- For the remaining valid tiles, perform steps 2, 3, and 4 using the second filter icon on the card (if any).
- If there is only 1 tile left, the Automa selects that.
- Otherwise, use the tile tiebreaker to figure out which valid tile the Automa will choose as described in "The Tile Tiebreaker."
Filters
- Favorite: Only valid tiles of the 2 favorite room types remain valid.
- Most-Of: Determine which valid tile types there are the most of in Roburg among those with less than 5 tiles. Only tiles of those types remain valid. Note that the icon indicates that the Automa wants to get 5 tiles, not that a column with 5 tiles is a valid choice.
- Have-Not: Only valid tiles of the types not already in Roburg remain valid.
Example: Roburg and the shared hand are as shown below. You draw the card at the bottom left. Apart from the sleeping room tile, all tiles in the shared hand are valid initially, since there are 5 sleeping rooms in Roburg and less than 5 of each of the other types. Utility rooms, [Expansion] activity rooms, and corridors would also have been valid if any had been in the hand. The first filter is Have-Not, but Roburg already has all the tile types in the shared hand. Therefore, this filter would leave no valid tiles, so it is skipped. Next, the Most-Of filter is used. Among the valid tiles in the hand, Roburg has most downstairs rooms; thus, only the 2 downstairs rooms remain valid.
Designer's note: It might seem counter-intuitive that Have-Not followed by Most-Of can produce a result, but, as we shall see in this example, it does make sense.
The Tile Tiebreaker
This tiebreaker shows a number and an arrow to the right. Start at the left of the line of tiles that makes up the shared hand and count out the number of tiles from left to right, going from one valid tile to the next and wrapping back around to the leftmost valid tile when you run out of tiles on the right.
Continuing from the previous example: Since there is more than 1 valid tile in the shared hand you use the tile tiebreaker to select the rightmost of the 2 valid tiles.
The printed illustration numbers the count from 1 to 6 across the tiles of the shared hand, wrapping around past the invalid tiles, and marks the chosen tile with a check mark.
Placing a Tile in Roburg
Finally, the Automa places her selected tile at the top of the matching Roburg column, as indicated by the room type cards.
Tiles in Roburg never trigger room bonuses.
Example: The illustration shows where each of 3 different rooms would be added to Roburg if that tile were selected for placement. [Expansion] For the secret room, the column is chosen because the top icon on the Automa card shown has the corridor icon.
An Automa Picks and Places a Tile in Linkenstein/Rechtsburg
After an Automa has placed a tile in Roburg, she picks a tile for the castle she shares with you. Follow this procedure:
- She chooses the tile marked by the castle token shown at the bottom right of the Automa card.
- If that tile is no longer available, because it has just been placed in Roburg, she picks the tile marked by the other signal token.
You then place that tile, as you see fit, in the appropriate castle. You do not also pick a tile for the castle at this time.
Your Turn
On your turn, pick 2 tiles from the shared hand, as normal, and place 1 each in Linkenstein and Rechtsburg.
The Automa does not select a tile for the castle at this time.
Designer's tip: To avoid the risk of forgetting which castle you must assign the second tile to, if you get distracted, it can be a good idea to not place the tiles in the castles until you've chosen both tiles.
Automa Scoring
Scoring for Linkenstein and Rechtsburg is performed as for a multiplayer game, but Roburg is scored in a different way:
- Start with the base score for your chosen difficulty level (see Difficulty Levels).
- Add points based on the number of tiles in the columns: a. 4 points for each column with 3 or 4 tiles. b. 9 points for each column with 5 or more tiles.
- Add points for the number of columns in Roburg that have tiles: a. 10 points for exactly 7 columns with tiles. [Expansion] (This also applies when playing with the expansion.) b. [Expansion] 13 points for 8 columns with tiles.
Example: Scoring Roburg. When reading this example, and if you are not playing with the expansion, simply pretend that the ? tiles are of the same type as the column in which they are located. The base score for level 3 difficulty is 32 points. To this you add points that are calculated as follows: 9x2 = 18 points are scored because the food and living rooms each have 5 tiles, and 4x1 = 4 points because there are 3 outdoor rooms. The [Expansion] activity rooms, corridors, and all other room types score 0 points because there are less than 3 of each of them. Points for 7 [Expansion] or 8 columns with tiles are not triggered since there are only 5 columns. Thus, the total is 32+18+4 = 54 points.
Note: Since there are no specialty rooms in Roburg, you win by default if the game goes to the second tiebreaker.
Reminder: The first tiebreaker is that those who have tied compare the scores of their highest scoring castles. The player with the higher score wins.
Difficulty Levels
The difficulty level determines both a base score for Roburg and, when playing at higher difficulty levels, the number of extra tiles added to Roburg during setup.
| Level | Title | Base Score | Tiles Added |
|---|---|---|---|
| 1 | The Fortress of Ineptitude | 22 | 0 |
| 2 | The Fort of Underachievement | 27 | 0 |
| 3 | The Castle of Adequacy (normal) | 32 | 0 |
| 4 | The Castle of Slight Splendor | 34 | 1 |
| 5 | The Castle of Opulence | 36 | 2 |
| 6 | The Palace of Unpossibly Magnificent Glory | 38 | 3 |
| 7 |
The level 6 title is printed as "Unpossibly" in the original.
Introvert Variant
The Introvert Variant is an alternative way to play the solitaire mode. Its rules are below. The Golden Principles and Components above also apply.
Designer's note: Introvert is a variant that is quite different from the multiplayer game. You have a single castle on your own and play against a single artificial opponent that also has one castle. This variant is simpler, faster, more puzzly, and allows you to slightly manipulate your opponent. This variant is neither intended to mimic the multiplayer game, nor the Mad King's Demand variant from the core expansion rulebook.
Introvert Introduction
In this variant, you play against the artificial player Roberta von Roburg and, in contrast to the normal game, each of you builds a separate, unshared castle. Roberta's is called Roburg.
Introvert Setup
Do not set up the game as normal, instead do this:
- Shuffle the Automa cards to form a face-down Roberta deck.
- Create 8 stacks of 5 random, face-down regular room tiles.
- Place the 4 tile type cards, as shown in the illustration below, to form the base of Roburg. Leave some space between them.
- Place 1 random throne room in front of you.
- Choose a difficulty level (refer to the last page of this rulebook). Pick level 3 (normal) or lower for your first play.
- [Expansion] If you chose difficulty level 4/5/6/7, place 1/2/3/4 random room tiles respectively face up in Roburg by following the rules in "Roberta Places a Tile in Roburg." Discard and draw a new tile every time you draw a secret room.
- Place the grey castle token close at hand. It is called the marking token.
- [Expansion] Remove the bonus card that gives 1 point for each specialty room in neighboring castles from the game.
Setup illustration: Roburg's base of 4 tile type cards is shown at the top, with the Roberta deck and discard pile at the left, the marking token below, and your castle (a throne room) at the bottom. The 8 stacks of 5 face-down tiles are shown at the right.
Introvert Anatomy of an Automa Card
Automa cards are divided into 5 rows. Only the 2 rows marked by triangles are used for the Introvert Variant. The card ID number at the bottom has no gameplay function.
The labeled sections of the card are Secret room type and Tile tiebreaker.
Introvert Roburg
Roburg consists of 8 columns, 1 for each non-secret room tile type. Each of these will rarely be more than 5 tiles high.
[Expansion] Secret rooms will be placed into the columns of the other room types and, from then on, each should be treated as a room of the column's type in all regards.
Hands
You play using the 8 stacks of 5 tiles one by one and the two of you pick tiles in a semi-merged manner.
For each stack you follow these steps:
- Take 1 of the stacks of 5 tiles and place the tiles randomly in a face-up row. This is the shared hand.
- Turn 1: You each pick a tile.
- Turn 2: You each pick a tile.
- Discard the remaining tile.
- Repeat steps 1-4 for all stacks.
- When no stacks remain, the game is over. Score both castles.
You and Roberta Each Pick a Tile
You mark a tile. As the first step in each turn, you must place the marking token above one of the tiles in the shared hand to mark it for possible future selection.
Roberta selects a tile. Next, you draw the topmost card of the Roberta deck and place it face up on the discard pile.
[Expansion] If there are secret rooms in the shared hand, they are considered to be of the type shown at the top of the current Automa card.
Next, Roberta selects a set of valid tiles:
- If no tile type in the shared hand has 2-4 tiles in Roburg, then all tiles are valid.
- Otherwise, all tiles of types with 2-4 tiles in Roburg plus the tile you marked (and only those) are valid.
She then selects one of the valid tiles and places it in Roburg using this procedure:
- If only 1 tile is valid, she picks that and skips the rest of this procedure.
- Otherwise, look at the number on the card that is next to the right-pointing arrow.
- Start at the leftmost of the tiles in the shared hand and count the number of tiles from left to right, going from one valid tile to the next. Wrap back around to the leftmost valid tile when you run out of tiles on the right.
- Roberta selects the tile you end up on.
Example: Roburg and the shared hand are as shown. The numbers above the tiles in this example indicate how many of that tile type are in Roburg. The columns with 2-4 tiles are valid, as is the sleeping room, because you marked it. Otherwise, the 5 sleeping room tiles in Roburg would have made it invalid. Since there is more than 1 valid tile, you look at the number plus the arrow and count the tiles as shown, skipping the invalid tile. Then, place the first downstairs tile in Roburg.
Roberta Places a Tile in Roburg
Finally, Roberta places her selected tile at the top of the matching Roburg column as indicated by the room type cards.
Tiles in Roburg never trigger room bonuses.
Example: The illustration shows where each of 3 different rooms would be added to Roburg if that tile were selected for placement. [Expansion] For the secret room, the column is chosen because the top icon on the Automa card shown has the corridor icon.
You Pick and Place a Tile
If the marked tile is still available after Roberta has placed her tile, you must take it; otherwise, you may take any 1 tile from the shared hand. Place the tile you took in your castle.
Introvert Scoring
[Expansion] Ballrooms are worth 1 point each for every matching tile in Roburg and in your castle.
Scoring for your castle is performed as normal, but Roburg is scored in a different way:
- Start with the base score for your chosen difficulty level (see Difficulty Levels).
- Add points based on the number of tiles in the columns: a. 4 points for each column with 3 or 4 tiles. b. 9 points for each column with 5 or more tiles.
- Add points based on the number of columns in Roburg that have tiles: a. 10 points for exactly 7 columns with tiles. (This also applies when playing with the expansion.) b. [Expansion] 13 points for 8 columns with tiles.
Example: Scoring Roburg. When reading this example and not playing with the expansion, simply pretend that the ? tiles are of the type of the column they are in. The base score for level 3 difficulty is 37 points. To this you add points as calculated below: 9x2 = 18 points are scored because the food and living rooms each have 5 tiles, and 4x1 = 4 points because there are 3 outdoor rooms. The [Expansion] activity rooms, corridors, and all other room types score 0 points because there are less than 3 of each of them. Points for 7 [Expansion] or 8 columns with tiles are not triggered since there are only 5 columns. Thus, the total is 37+18+4 = 59 points.
The winner is the player whose castle has the most points. There are no tiebreakers, so a tie is, well, a tie.
Introvert Difficulty Levels
| Level | Title | Base Score | Tiles Added |
|---|---|---|---|
| 1 | The Fortress of Ineptitude | 27 | 0 |
| 2 | The Fort of Underachievement | 32 | 0 |
| 3 | The Castle of Adequacy (normal) | 37 | 0 |
| 4 | The Castle of Slight Splendor | 39 | 1 |
| 5 | The Castle of Opulence | 41 | 2 |
| 6 | The Palace of Unpossibly Magnificent Glory | 43 | 3 |
| 7 |
The level 6 title is printed as "Unpossibly" in the original.