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Golem box art

Golem

Game ID: GID0145197
Game Info
Year
2021
Players
1-4
Age
14+
Playtime
120 min
Collection
Ratings
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Description

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.

Description

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.

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Total mentions: 52
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Video YNx5h_-wupw BoardGameCo Analysis at 2:06
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Pros
none
Cons
none
Thematic elements
Comparison games
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Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The two by the way was Kingdoms for Lauren which is actually I think liked by others but I felt that you had to break your teeth on the rules to get to a game that was a whole lot of messiness.
  • I really did not love Kingdoms for Lauren but I respect that it's a game that will work for others.
  • The highest the highest individual score given out in 2022. So that's the 3.5 is the most common rating given.
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No references stored for this video.
Video C80y_ObqbAI The Cardboard Herald Review at 0:00 sentiment: mixed
video_pk 312 · mention_pk 117422
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Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Strong nomadic mobility that creates tension and adaptiveness.
  • Innovative action system with meaningful decision points.
  • Calendar-driven endgame pacing that adds strategic pressure.
  • Thematic resonance with a Canis motif.
  • Solid two-player viability with appropriate competition.
Cons
  • The player board is underutilized and can feel shallow.
  • Rule complexity can be cumbersome during setup or momentum-building.
  • Lacks built-in asymmetry; needs powers or variants for more variety.
  • No official solo/automa version; only community discussions.
Thematic elements
  • Wolves and territorial integration, pack dynamics, and Canis lupus-inspired survival.
  • Nomadic wolf packs moving across a map of regional terrains, building dens and chasing prey.
  • Organic, mechanics-driven unity between theme and gameplay.
Comparison games
none
Mechanics (from transcript analysis)
  • Alpha vs Pack Wolves — Alpha wolves are the primary action takers; pack wolves are more vulnerable and can be converted.
  • Calendar-based endgame scoring — Displaced tokens are placed on a calendar; reaching thresholds triggers scores, guiding end-game pacing.
  • Dens and Layers — Dens become layers (permanent structures) that grant stronger control; layers count as three presence for majority scoring.
  • Dominance action — If you have three matching terrain types you can dominate an opponent's lone token or Den, converting it to your own.
  • Efficiency economy — Turn economy centers on efficiency rather than permanent resources; momentum is key.
  • Howl actions — Howl actions convert lone wolf tokens into new wolves, increasing your board presence.
  • Terrain-driven action costs — Actions are paid using the terrain tile currently face up; flipping reveals a new terrain to move into.
  • Two-player viability with dummy wolves — The game scales well to two players using dummy wolves to contest scoring intervals.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a really cool system where the currency is efficiency more than anything
  • Alpha wolves which are really your primary action takers and pack wolves which are more vulnerable
  • it's a surprisingly good two-player game
  • the organic conclusion to the game presses on those intervals for the different point scoring
  • the calendar system organically pressing you towards the end of the game
  • what makes the Wolves so interesting and this great bit of thematic and mechanical resonance is how nomadic it feels
  • I like it I don't love it but I do want to play it more
  • a fresh new take on area control which is something that is known for being incredibly aggro and doesn't typically have this bright poppy fluid fun
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