Century: Golem Edition
Century: Golem Edition is a crystal-trading and hand-building game. Upgrade and exchange colored crystals, acquire Merchant cards to improve your engine, and fulfill Point card orders to score.
Century: Golem Edition supports 2–5 players; community best: 3–4 players; playing time: 30–45 minutes. A WANGO browser trial has not been confirmed.
Background & introduction
Century: Golem Edition takes place in Carvania, where master artisans craft crystal golems from rare soul crystals found across the world. Each player leads a caravan of crystal traders, gathering and transforming those resources while competing to fulfill valuable commissions. The setting gives a fantasy frame to the market and the orders: the golems are the finished wonders of a trade network, while the players focus on the practical work of collecting, upgrading, and exchanging crystals.
Every player begins with two simple Merchant cards, one that creates crystals and one that upgrades them. New cards expand the hand with additional production, trade, and conversion options. Played cards stay in front of the player until a Rest action returns all of them to hand, so timing a rest is part of the engine. Players balance the immediate value of using a card now against the future flexibility of building a larger hand and arranging a productive sequence of actions.
The public Point card row represents commissions with different crystal requirements and point values. The Merchant market is another shared row: taking a card farther to the right costs crystals on every card before it, while crystals already sitting on the acquired card are returned to the buyer. This creates a visible, changing economy in which players weigh a free or inexpensive engine card against an order they could claim instead. There is no fixed recipe or single upgrade path; players compete by shaping their hand, converting resources efficiently, and choosing when to turn those resources into points.
Core rules & scoring
Edition and setup: This entry follows the Plan B Games / Next Move base-game rulebook for Century: Golem Edition, for 2–5 players. Reveal five Point cards in a row. Put a stack of copper coins equal to twice the player count above the leftmost card, and the same number of silver coins above the second card. Each player takes one Create 2 and one Upgrade 2 starting Merchant card. Reveal six Merchant cards beside the deck and sort the four crystal supplies in yellow, green, turquoise, and magenta order. Shuffle the Caravan cards, including the first-player card, to determine turn order. Starting crystals depend on seating: first gets three yellow; second and third get four yellow; fourth and fifth get three yellow and one green.
Round and turn: Play proceeds in rounds, with each player taking one turn clockwise from the first player. On a turn, choose exactly one action: play one Merchant card from hand, acquire one Merchant card from the market, Rest to return every card you have played, or Claim one Point card. Resolve that action before the next player acts. Cards do not return to hand automatically after they are played, and buying a card does not grant an extra action, so the timing of a Rest and a Claim matters as the market changes.
Crystal cards: When you play a Crystal card, take the shown colors and quantities from their bowls and add them to your Caravan. Yellow, green, turquoise, and magenta are distinct levels of resource; a lower color does not count as a higher one when paying for an order. The crystal supply is unlimited for rules purposes. If the physical pieces of a color run out, use substitute markers and continue tracking that color and quantity.
Upgrade cards: Upgrade 2 allows up to two separate one-level upgrades, following the order yellow to green to turquoise to magenta. You may apply those steps to two different crystals or upgrade one crystal twice in sequence, such as yellow to green and then green to turquoise. You are not required to use every available upgrade. Each step can only move a crystal to the adjacent level, and magenta cannot be upgraded further.
Trade cards: Return the input crystals shown above the arrow to their bowls, then take the output crystals shown below it. You may repeat the complete exchange on the same card as many times as you can pay its input cost. Each repetition requires the full set of input crystals and gives the corresponding output; you may stop after any repetition. The card does not require you to trade away every matching crystal in your Caravan.
Acquire a Merchant card: Choose a face-up card in the Merchant row. Place one crystal of any color from your Caravan on every card to its left; those crystals are the cost of acquiring it. The leftmost card is free because it has no cards before it. Take the chosen card into your hand, then return every crystal on that chosen card itself to your Caravan. Crystals placed on the cards to its left remain there. Slide the row left and refill the empty space from the Merchant deck. An acquired card is not played immediately: acquiring it uses the turn’s one action.
Rest and hand building: Choose Rest to take all your previously played Merchant cards back into your hand. There is no additional crystal cost and no limit on the number of cards returned, but Rest uses the whole action. You cannot Rest and play another card on the same turn. As the hand grows, a player can prepare stronger sequences of production and conversion after a Rest, but must decide when the lost action is worth recovering those cards. Your personal cards are not a shuffled draw deck: unplayed cards remain in hand, and only played cards need to be recovered by resting.
Claim a Point card: You may take any face-up Point card for which your Caravan contains all colors and quantities shown. Return the required crystals to the bowls and place the claimed card face down in front of you; extra crystals that were not required remain in your Caravan. Slide the Point row left and refill it from the deck. If the card is currently in the leftmost or second-leftmost position, take the copper or silver coin above that space. When the last copper coin is taken, move the silver pile above the leftmost Point card.
Caravan limit and supply: A Caravan holds up to ten crystals. At the end of a player’s turn, if it contains more than ten, that player chooses which excess crystals to return to their bowls. Resolve the action first, then apply this end-of-turn limit. The supply itself has no quantity cap; substitute pieces may be used whenever the physical supply of a color is exhausted. These substitutes only track the resource and do not change its color or level.
End and scoring: The game-end trigger is the fifth Point card claimed by any player, or the sixth in a two- or three-player game. Finish the current round so every player takes the turn due in that round. Then add the values printed on Point cards, three points per copper coin, one per silver coin, and one point for each remaining non-yellow crystal. Yellow crystals are worth no end-game points. The highest total wins; if players tie, the tied player who acted later in the current round wins.
Rules & gameplay questions
What must I pay for the fourth Merchant card, and can its crystals finance the purchase?
First put one crystal from your Caravan on each of the three cards to its left, then acquire the target and take its existing crystals. You cannot take the target's crystals before paying, or recover the payment left on earlier cards. The leftmost card is free and still gives any crystals already on it. Position, not the card's future output, sets this acquisition cost.
Can a new Merchant be played immediately, and do I shuffle after resting?
Acquiring puts it in your hand and uses your turn's one action; play it on a later turn. Played cards stay before you until Rest returns all of them. Unplayed hand cards remain in hand, with no shuffle or random redraw. Rest also takes an action and cannot be followed by a play in the same turn. Consider how many future turns a new card needs before it helps your current conversion plan.
Must Upgrade 2 affect two crystals, or may one crystal move twice?
It gives two one-level steps, which may affect different crystals or the same crystal twice, such as yellow to green to turquoise. You may use fewer steps, but cannot treat one step as a jump to magenta. Upgrading changes a crystal's color rather than adding another crystal. Magenta cannot advance further. Crystals on public Merchant cards are not your Caravan resources and cannot be upgraded by your hand card.
How often may a Trade card repeat, and must I pay each time?
Repeat within the same play action while you can pay each complete input. Return the input before taking that repetition's output; do not take several outputs against a promise of later payment or save unused repetitions for another turn. If a card exchanges two yellow for one turquoise, six yellow can support one, two or three repetitions at your choice. It remains one played card, with the Caravan limit checked afterward.
Must I claim the leftmost Point card, and can a higher crystal substitute?
Choose any face-up Point card, but pay its exact shown colors and quantities. Higher colors do not automatically substitute for lower ones. Left positions may add coins, while a right-side card may better match your current crystals. Return only the required payment, keep other crystals, take the card face down, and slide and refill the display. Card position affects coin rewards, not a permission to change its recipe.
Is the ten-crystal Caravan limit the same as a limited public supply?
No. Your Caravan keeps at most ten at turn end, after the action has fully resolved, and you choose which excess crystals to return. Public supplies are unlimited for rules purposes; use clear substitutes if a color's physical pieces run out. Those substitutes still count toward your personal ten-crystal limit. Acquiring a card's accumulated crystals can also create an excess that must be resolved before your next turn.
Where do silver coins go when the copper pile runs out?
Rewards belong to display positions rather than permanently to particular golem cards. Copper begins above the leftmost Point position and silver above the second. A claim takes one coin from its rewarded position. After the last copper is taken, move remaining silver above the leftmost position. Do not split silver across both positions or award an extra coin just because a previously second-position card slid left; rewards accompany actual claim actions.
After the end trigger, does everyone receive another full turn?
No new round begins. Finish only the current round: players seated after the trigger still take their due turns, while those who already acted receive no extra turn. The trigger is a fifth Point card at four or five players, a sixth at two or three. Triggering is not an automatic victory; total points decide. Among tied players, the one who acted later in that round wins the tie.
Do remaining crystals score by level, and how do yellow crystals and coins score?
Add printed Point-card values, three per copper, one per silver and one per remaining non-yellow crystal. Green, turquoise and magenta each give one, regardless of conversion cost; yellow gives zero. Two green crystals therefore have more leftover scoring value than one magenta, although claims still require exact colors. Coins are scoring rewards, not a general substitute for the crystals required to acquire Merchants or claim Point cards.
Rules & introduction sources
- Edition
- Century: Golem Edition standalone base game, BGG 232832, using the current Plan B Games / Next Move publisher-hosted English rulebook and covering standard 2–5 player play. Excludes An Endless World, The Call for Adventure, and other expansions.
- Rule references
- Introduction source
- BoardGameGeek
WANGO editorial
| Parameter | Recorded value |
|---|---|
| BGG overall rank (snapshot) | #279 |
| Complexity Weight | 1.72 / 5 |
| Best player count (community) | 3–4 |
| Player range | 2–5 |
| Playing time (minutes) | 30–45 |
| Core mechanisms | Action Retrieval · Auction: Dutch · Contracts · Deck, Bag, and Pool Building · Hand Management · Increase Value of Unchosen Resources · Open Drafting · Set Collection |
| Chinese publication | Unconfirmed |
| WANGO browser play | No confirmed WANGO trial |
| Year published | 2017 |
| Suggested age | 8+ |
BGG statistics are stored snapshots, not live rankings. Source checked:2026-09-27
Player questions
What is the best player count for Century: Golem Edition, and can I play online?
Century: Golem Edition supports 2–5 players; community best: 3–4 players; playing time: 30–45 minutes. A WANGO browser trial has not been confirmed.
How complex is Century: Golem Edition, and which mechanisms does it use?
Weight: 1.72 / 5. Mechanisms: Action Retrieval · Auction: Dutch · Contracts · Deck, Bag, and Pool Building · Hand Management · Increase Value of Unchosen Resources · Open Drafting · Set Collection. Chinese publication: Unconfirmed.
Where can I learn Century: Golem Edition?
No rule guide, strategy article or WANGO trial has been confirmed for this record.