Castle — Murdoku Cases

A great hall, a dungeon and a tower — cases in a building designed to control where people can go.

The Castle Setting

The great hall, the chapel, the armoury, the kitchens, a dungeon, a tower room reached by one stair, a courtyard in the middle of it all. Castles are the most deliberately awkward plans in the game, and their rooms connect in ways that matter.

Solving a Castle Case

Room-neighbour clues are at their strongest here, because a castle’s rooms genuinely do not all touch each other. This drawer skews hard: the cases lean on chains of adjacency reasoning rather than on any single clue doing heavy lifting.

Rooms You Will Search

A case picks its floor plan from this theme’s room pool, so the same places recur across the drawer and you learn to read them: Throne Room, Knights’ Hall, Armory, Chapel, Dungeon, Tower Room, Battlements, Courtyard, Stable, Wine Cellar, Castle Kitchen, Library, Chamber, Gatehouse, Moat. No single case uses all of them — the generator and the hand-built cases alike take a subset, which is why two cases in the same setting can still feel unalike.

What This Drawer Holds

6 cases — 1 medium, 5 hard, on boards from 6×6 to 8×8. Every one is verified to have a single solution reachable by forward deduction alone, so none of them needs a guess.

Every Castle Case

Other Settings

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