You are on page 1of 2

Century: Golem Edition

Introduction: Players take the role of crystal traders, seeking to build powerful Golems.

Game End and Goal: The game ends when a player takes their 6th/6th/5th/5th Point Card in a 2/3/4/5P game. Complete the
current round. After final scoring, the player with the most Points is the winner!

Setup:

1. Shuffle the Point Cards (Golem back) to form a face-down deck, then draw 5 cards and place them face-up in a row
to the left of that deck.
2. Place a pile of Copper Tokens equal to [2x #of players] above the first (leftmost) Point card.
3. Then place a pile of Silver Tokens equal to [2x #of players] above the second Point card.
4. Take the Merchant Cards (Crystal backs), and separate out the 10 cards with a purple border on the face-up side.
These are the starting cards. Give each player:
a. One ‘Create 2’ card, and
b. One ‘Upgrade 2’ card.
to form their starting hand. Any remaining starting cards are returned into the box.
5. Shuffle the remaining Merchant cards, and place them in a face-down deck with space to the left to create a display
of cards.
a. Draw 6 cards and place them face-up in a row to the left of the Merchant card deck.
6. Separate the crystals by colour and place them into their diamond-shaped bowls. Place the bowls in the following
order: Yellow, Green, Turquoise, Magenta, near the cards. This ranks the crystals from least to most valuable.
7. Take the Caravan Cards (brown backs), and take into hand 1 Caravan card per player, including the First Player
Caravan card (purple crystal in the top right corner). Return any spares to the box. Shuffle the cards face-down, and
deal one to each place, which they flip face up, and place in front of themselves.
a. The player with the purple crystal icon is the first player.
8. Give each player crystals according to the clockwise turn order from the first player, which they place in their
caravan), as follows:
a. 1P gets 3 yellow crystals
b. 2P gets 4 yellow crystals
c. 3P gets 4 yellow crystals
d. 4P gets 3 yellow crystals and 1 green crystal
e. 5P gets 3 yellow crystals and 1 green crystal

Course of play: Century is played over a series of rounds. In each round, beginning with the first player and proceeding
clockwise, each player takes a turn. On their turn, a player must perform one of the following four actions:

1. Play a Merchant card from your hand. Place it face-up in front of yourself, and resolve its effect. The Merchant will
have one of three possible effects:
• Gain Crystals (crystals depicted top left with no arrows). Gain the depicted crystals. Remember to observe
your Caravan limit of 10 crystals at the end of your turn (see below).
• Upgrade Crystals (crystals depicted top left with a grey up arrow). You may upgrade 1 crystal from your
caravan to the next level by exchanging it with the bank for each crystal depicted on the card. You may
upgrade the same crystal multiple times (once per depicted crystal) or different crystals once.
• Trade Crystals (crystals depicted top left with a purple down arrow). Exchange the crystals specified
above the arrow from your caravan with the bank for those shown below the arrow. This trade can be done
any number of times provided you have the appropriate crystals available. Remember to observe your
Caravan Limit of 10 at the end of your turn.
2. Acquire a Merchant Card from the display. To acquire a Merchant card, first pay for it by placing one crystal from
your caravan on each Merchant card to the left of the card you wish to acquire. Then take your chosen Merchant
card into your hand. Gain any crystals that were on the Merchant Card that you took, placing them in your caravan.
Remember to observe your caravan limit of 10 at the end of your turn.
• When acquiring the left-most Merchant card, no crystals are placed. This card is free.
• After acquiring a Merchant card, fill the empty slot by sliding the Merchant display cards right of the empty
slot to the left to close the gap, creating an empty slot at the end of the display. Then draw a card from the
deck to fill that empty slot
3. Rest: Take all your previously played Merchant Cards back into hand.
4. Claim a point card. To claim a Point card, you must have all the crystals shown on it in your caravan. Return those
crystals to the bank. Take the Point card and place it face down in front of you.
• After claiming a Point card, fill the empty slot by sliding the Point Cards right of the empty slot to the left,
creating an empty slot just to the left of the point card deck. Then draw a card from the deck to fill that
empty slot.
• If you claim the leftmost or second leftmost Point card, take one copper token (3 Points) or one silver (1
point) token (whichever supply is above the card you took).
• If you take the last copper token, slide the pile of silver tokens left so it is now above the leftmost Point
card. You now only get a token if you claim the leftmost point card, and it will be silver.

Caravan Limit: Your caravan can hold a maximum of 10 crystals. If a player has more than 10 crystals in their caravan at
the end of their turn, they must discard the excess to the bank.

Crystal Limit: The crystal supply is not limited. If it should run out, use substitutes.

Game End: The game ends when a player takes their 6th/6th/5th/5th Point Card in a 2/3/4/5P game. Complete the current
round and proceed to final scoring.

Final Scoring: Each player counts all their points as follows:

• Points Cards: Sum the face points on each Points Card you claimed.
• Copper/silver tokens: Each copper token you claimed is worth 3 Points, and each Silver token, 1 Point.
• Remaining Crystals in Caravan: Each non-yellow (green, turquoise, magenta) crystal is worth 1 point.

The player with the most points wins! If there is a tie, the last player to take a turn wins the tie.

You might also like