Golem is an engine-building game by Simone Luciani, Virginio Gigli and Flaminia Brasini, the same team that brought you Grand Austria Hotel and Lorenzo il Magnifico.
The game is based on the 16th-century legend of the Golem of Prague, an anthropomorphic creature that Rabbi Loew animated from a clay statue to protect his people. In the game, players take on the role of rabbis who create and grow these powerful creatures that will be moved around the neighborhoods of Prague under the control of students. Be careful, because if a golem becomes too powerful, it will destroy everything it encounters on its way. Players can also kill their Golems in order to get bonuses.
Players also create powerful artifacts and acquire knowledge by collecting ancient books.
The game is divided into four rounds, and each round is composed of 7 phases:
Refresh
Golem Movement
Actions (2 marble actions and 1 rabbi action)
Turn Order
Influence Character
Income and Development
Golem Control
At the beginning of each round, the players will shuffle the colored marbles into the 3D synagogue that will split them into five lines corresponding to the five main actions available in the game:
Work: By paying Knowledge, you can activate the Golem placed in the city of Prague and get bonuses.
Golem: Obtain clay to create new golems and upgrade the developments on your personal board.
Artifact: Obtain coins and buy gold to build artifacts that offer permanent bonuses in the game and upgrade developments on your personal board.
Spells: Obtain Knowledge and perform spells (with a scoring for book collection) and upgrade developments on your personal board.
Mirror: Perform one action of your choice by paying 1 coin.
The number of marbles available in the corresponding action line determines how much the player gets from the action. When you choose an action, you collect one marble of your choice in the corresponding line and depending on the color of the marble you chose, you also move your student forward on one of the districts of Prague.
It's important to advance your students on those tracks to be able to keep your golems under control. At the end of the round, knowledge can also be used to control a golem that surpassed its students, but if one of these creatures is uncontrolled, it may become dangerous and destroy the neighborhood, after which you will have to destroy and bury it!
The marble color also matters, because at the end of the round, if you get the correct combination of two colors, you receive the favor of one of the powerful Prague characters, which will differ each round.
At the end of the fourth round, players score points for active or buried golems, artifacts, books, development on their personal board, and collected goal cards.
- Deep, crunchy euro with strong synergy between parts
- Tight design and elegant escalation
- Heavy, not for casual players
- Lots of moving parts can be intimidating at first
- ancient craft, golems, knowledge economy
- a synagogal workshop with golems and knowledge tokens
- strong thematic synthesis with euros
- Grand Austria Hotel
Mechanics (from transcript analysis)
- action strength via marble count — the number of marbles in a column increases action power on that turn
- Golem activation — activate golems to perform actions, with movement affecting future rounds
- marble drafting / column-based rondelle — drop marbles into columns to determine available actions
Video topics + discussion points
Quotes (from this video)
- these are ten really really good games
- this is one of the coolest games in terms of like turn angst and frustration
- it's timeless and very clean design
- this is a co-design but it's definitely got a lot of the dna in it through that tile placement and other little mechanisms
- an absolute blast to play
- Arc Nova is going to stand the test of time
References (from this video)
- colorful for a euro
- complex and satisfying
- excellent comboing actions
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- This is my most played game of the year
- It is the perfect engine builder
- absolutely adore this game
- one that instantly I fell really hard for it
- would absolutely watch Oathsworn the HBO series
- the story and the setting is that rich
- for me the epitome of what a thematic game can be
- every click of the clock matters
References (from this video)
- Top-of-board stacking that can re-activate cards
- Clear chaining mechanic when activated
- Activation windows can limit play flow
- Darwin's Journey
- Golem
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- furnace hits the my definition of an engine builder.
- it's a feeling not a mechanism.
- Terraforming Mars as being like a quintessential engine building game to me.
- Concordia... your hand in and of itself is an engine that you are building towards.
- Steampunk Rally matches your definition and it also matches mine in that it is you're making this frankenstein's monster of a racing machine.
- Golem is where you stack the cards and then you keep reactivating them.
- Darwin's Journey comes to mind.
- Dominion is deck builders but can build engines; it sits in a spectrum.
- Villages, vineyards, and aging workers can feel engine-like but not always.
- income is not an engine.
References (from this video)
- Excellent variety in action selection
- Rewarding combo experience
- Solid heavy euro game
- Good opportunity game for planning
- Good marble action selection mechanic
- Opportunity-driven rather than purely strategic
- Rules heavy - not for casual gamers
- Theme is disjointed and minimal
- Point salad structure
- Table hog due to complexity
- Not recommended for non-heavy gamers
- Lots of iconography to learn
- Moving golems and students along streets to generate points and bonuses
- Medieval or fantasy setting with golems and streets
- Light thematic wrapping on a heavy mechanic
- Lorenzo
- Barrage
- Newton
Mechanics (from transcript analysis)
- Area Activation — Golems trigger locations for special abilities as they move
- Combo Building — Chaining activated locations together to create powerful turns
- Marble Action Selection — Using colored marbles to select actions, with different marbles enabling different character cards
- worker placement — Moving students along different streets to gain income bonuses
Video topics + discussion points
Quotes (from this video)
- definitely kicks like Calico to the curb
- this is definitely the gateway seven wonders game, seven wonders is not a gateway game
- it's an opportunity game that's what I like
- it's interactive one of the more interactive euros out there
- no one is talking about this
- wow does it burn your brain
- the uniqueness factor at this game really works
- it's like the most flexible DM in the world
- every decision I make feels meaningful
- Ark Nova easily easily my number one of the year
- I fell in love with it like halfway through the game
- it's so good
- cannot wait to have this in my collection
- hallmark of a great game where you play it and you'll want to play it again as soon as possible
References (from this video)
- Very well designed with rich depth
- Fast, satisfying, and mechanically dense
- High rules overhead and complexity
- Requires heavy investment of time and headspace; not always suitable for casual groups
- Stacked actions, marble drafting, and progression of golems
- Golem-driven city and student apprentices across three streets
- Felicitous euro puzzle with rich symbol-driven feedback
Mechanics (from transcript analysis)
- grand_au stria_hotel-inspired_logic — Core engine with nesting rule interactions and modules
- marble_draft_and_run_tracking — Draft marbles into runs; color and count influence action strength and student movement
- multi-layered_draft_and_path_construction — Build routes, upgrade golems, and connect symbols to unlock stronger actions
Video topics + discussion points
Quotes (from this video)
- I did like the way that two of these mechanisms synergize with each other.
- the card mechanism did not do it for me and it was enough for me to part with this one
- it's a very smooth game, very definitely fine-tuned
- A series of mini games here are held together through that core tile placement system
- it's a hell of a lot of fun
- the gimmick and the novelty wore off pretty quickly
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- temper your expectations people
- i want board games to be different
- it's the hotness news at the moment
- i definitely want publishers to push the envelope
- i'm not hyped about this at all
References (from this video)
- Deep crunchy euro with multiple viable strategies
- Strong integration between main and personal boards
- Innovative synagogue mechanism that creates tension and meaningful choice
- Good scaling and replayability with variable rounds and spots
- Thematic scoring with menorahs providing clear endgame incentives
- Very long and punishing; not a casual game
- Iconography can be confusing and rule references frequent
- Synagogue randomization not ideal and can bias outcomes
- Components can feel cheap (clay tokens, small coins, thin tiles)
- Character cards feel somewhat tacked-on and underutilized
- Limited interaction beyond drafting and placement; slower with four players
- Golem management, resource optimization, and a layered, highly strategic euro framework
- A three-street board where students and Golems drive actions; synagogue-driven action selection; endgame multipliers via menorahs tied to tracks
- crunchy euro with interlocking systems and emergent strategies; heavy planning and optimization
- Grand Austria Hotel
Mechanics (from transcript analysis)
- card market and upgrades — Draft and acquire cards from a market, upgrading your personal board and gaining ongoing bonuses.
- Endgame scoring via menorahs — Endgame multipliers are unlocked by climbing tracks and purchasing artifacts; menorahs represent scoring multipliers tied to strategy choices.
- Golem activation — Golems on tiles activate the associated actions, creating a link between the main board and the action tiles.
- marble drafting — Draft colored marbles to determine actions and force movement of your students; color and number influence outcomes.
- Resource management — Manage gold, coins, clay, and knowledge to upgrade and activate different parts of your board.
- Synagogue action selection — A semi-random, modular action pool generated by the synagogue drives the available actions each round.
- Upgrades on player boards — Flip upgrades on your personal board to gain persistent bonuses and reduce some costs.
- worker placement — Each turn includes a worker placement opportunity that adds a layer of sequence and interaction.
Video topics + discussion points
Quotes (from this video)
- Golem is a pretty heavy game
- it's a brain burner
- the game puts on you under a lot of pressure to constantly keep up with your golems
- not having to move the extra movement on the character card
- there's not enough time to do it
- I would recommend it to the right person
References (from this video)
- Meaty, thinky gameplay
- Satisfying power turn moments
- Solid euro mechanics
- Good replayability
- Gold development path is overpowered
- Contraption can be finicky
- Artwork could be better
- Theme is minimal
- Building and manipulating golems
- Abstract fantasy
- Minimal theme overlay on pure engine-building mechanics
- Newton
- Lorenzo il Magnifico
- Barrage
Mechanics (from transcript analysis)
- engine building — Activate golems to trigger power turns and cascading bonuses
- Marble selection mechanism — Take two marbles from contraption to select actions
- Track advancement — Move golems across three different tracks for bonuses
- Worker placement variant — Select different rabbi actions using marbles
Video topics + discussion points
Quotes (from this video)
- Thank you for listening and enjoy the rest of the video
- I think that we do get some really good quality games but I think we are kind of rinse and repeating the same formula a bit lately and we're not putting out enough belters
- These are quite useful lists actually because you can sometimes get caught in the spur of the moment
- It's not a Flawless game by any means
- I love me tomorrow
- Different Strokes for different folks
- I love it yeah it's one of my favorite Euro games that there is
- You're now in the spot you deserve to be
References (from this video)
- Clever method of card values
- Clever chip system
- Card leveling mechanic great
- Cute artwork
- Card upgrading
- Pipoka
Mechanics (from transcript analysis)
- Card-leveling — Play chips onto cards to change their value
- Dual discard — Must empty both chips and cards to win
- hand shedding — Empty hand of cards while collecting tokens
- Token upgrading — Tokens collected can upgrade cards
Video topics + discussion points
Quotes (from this video)
- This is an excellent, excellent trick taking game that you should have in your collection
- One of the most brilliant trick-taking games I've ever seen
- The game has the word kids in the title, but it's better than you might think, but it's simpler than you might think
- Really pleasant. Really surprising how good this is
- There are games that are fine and then there's games that have a lot of tension and those like those games that are really tense, that's when I love it
- It's awful. It's really awful
- I think that it's wonderful. It's an eight for me. Oh, I lost that bout, but my popcorn's popping. Love it
- This is a cool trick taking game
- I would 10 out of 10 times recommend you play distilled instead of this
References (from this video)
- deep tactical depth and satisfying combo chains
- innovative marble action mechanic
- robust solo mode with a meaningful learning curve
- variety and replay value via boards and book cards
- steep learning curve and heavy iconography
- long playtime and large table footprint
- potential downtime and analysis paralysis in multiplayer
- the theme is not deeply integrated; minimal narrative
- Golem creation, maintenance, and control through scholarly study and artifact development
- Judaism-inspired city featuring golems, scholars, and synagogues
- mythic and abstract with a heavy euro game framework
- Lorenzo il Magnifico
- Barrage
- Newton
Mechanics (from transcript analysis)
- autonomous golems in a worker-placement framework — Golems move on their own; players must manage and catch up to them while maintaining their upkeep.
- book cards, artifacts and tile development — Books and tiles grant abilities and end-game scoring opportunities; players can trigger combos.
- marble-based action selection — A pile of colored marbles determines actions; color influences movement of students and action power.
- rabbi actions as a third action option — A third action from a set of tiles that can significantly alter strategy each round.
- resource management and end-game scoring based on home boards — Balance knowledge, clay, gold and other resources to maximize end-game scoring.
Video topics + discussion points
Quotes (from this video)
- it's a meaty game but a very very fun one
- this is definitely a heavy game probably one of the heavier games at Cranio Creations
- the gameplay itself is just really good fun
- melts your brain like crazy
References (from this video)
- deep engine-building with multiple viable strategies
- high replayability due to randomized tiles and artifacts per game
- thematic integration of scoring via menorahs and artifacts
- scaling complexity with player count and round structure
- steep learning curve with dense iconography
- heavy tracking and bookkeeping can be intimidating for new players
- potential for analysis paralysis due to many simultaneous options
- engine-building, resource management, and golem activation with artifacts and divine-like mechanics.
- A medieval Jewish-inspired city where golems are built, activated, and moved across districts as part of an engine-building system.
- educational/teaching
Mechanics (from transcript analysis)
- action selection with rabbi tiles — round-based actions via rabbi action tiles; actions resolve when tiles are revealed.
- artifact activation and scrolling benefits — activate artifacts by placing gold bars; artifacts grant ongoing and immediate bonuses that scale with activation and stacking.
- card stacking and tuck mechanics — purchase library cards, slide remaining cards, and tuck them into colored columns; placement unlocks column activations.
- engine-building — construct golems and upgrade actions to generate resources and unlock abilities.
- golem movement and penalties — move golems along the track; crossing thresholds can incur knowledge or victory-point penalties, and movement is limited by round resources.
- marble actions and student movement — select marbles to perform row actions and move student tokens; some actions depend on the number of marbles in the row (denoted by X).
Video topics + discussion points
Quotes (from this video)
- on a broad level golem is an engine building game
- these golems are going to be walking down the three different districts of the game
- the library can be found in the top right corner of the board
- the study track is on the right hand side of the board
- the lightning bolt effect twice on the card you just placed into that column
References (from this video)
- Engaging engine-building with cascading actions
- Tight action selection and meaningful decisions
- Three golem tracks create multiple strategic levers
- Randomness provides variability and exciting moments
- Two-player mode emerges as a strong option
- Explicit feedback on plan execution and payoff
- Heavy AP and analysis paralysis
- Iconography and fiddliness can be intimidating
- Replayability may be limited by score ceilings and tile order predictability
- Complex setup and teaching time
- Potential for sameness across games via fixed golem tracks
- Golems as city workers with cascading actions and risk management.
- Medieval fantasy city with walking golems on central streets.
- Analytical playthrough with personal anecdotes and play pace.
- Grand Austria Hotel
- Ark Nova
- Concordia
- Castles of Burgundy
Mechanics (from transcript analysis)
- Action tiles drafting and ordering — From ten possible action tiles, seven are chosen and arranged, affecting strategy.
- Customer cards and color-specific bonuses — End-of-round bonuses and interactions depend on selected customer colors.
- End-round income and scoring — Players earn income and score; scoring cards and tracks influence endgame.
- Golem street tracks and activation — Golems walk paths down central streets; advancing provides power but increases risk.
- marble drafting — Randomly poured marbles determine available actions based on marble positions.
- Rabbi actions and turn order — Rabbi tokens chosen per round add variability and control turn order.
- Upgrades and cascading actions — End-of-round upgrades can unlock additional actions and trigger cascades.
Video topics + discussion points
Quotes (from this video)
- there's just so much to think about here
- analysis paralysis is bonkers
- the golems are the one thing you can control
- the randomness in this game can feel bad but i think largely it is a boon
- two player would be my favorite way to play this game
- i love the engine you can create on your personal board