General
Solo game pits one human player against an automated Automa opponent; game ends when either collects their 4th victory point tile.
Century: Golem Edition – Eastern Mountains solo mode replicates the two-player experience using an Automa system. The game is played over a series of rounds, each consisting of a player turn followed by an Automa turn. The game ends immediately when either the human player or the Automa claims their fourth victory point tile, triggering final scoring.
Setup
Set up the board per the standard rulebook for the chosen game mode.
Set up the game board exactly as described in the standard Century: Eastern Wonders rulebook for your chosen mode (Normal, Sand to Sea, or Call to Adventure). This includes placing the modular board tiles, resource tokens, outpost pieces, and victory point tiles as directed.
Setup
Remove the 4-point and 6-point victory bonus tiles from play before starting.
Before play begins, lay out all bonus tiles but remove the 6-point and 4-point victory bonus tiles from the game entirely, returning them to the box. These tiles are never used in solo mode.
Setup
The Automa does not use a player board; place its outposts near the board and its ship on any starting tile.
The Automa opponent does not have or use a player board. Instead, place all of the Automa's outpost pieces near (but off) the game board as a supply. Place the Automa's ship token on any board tile to serve as its starting location. The human player sets up their own player board normally and places their ship on any board tile.
Setup
In Call to Adventure mode only, both the player and Automa each remove 4 outposts, leaving each with 16.
When playing in Call to Adventure mode, remove 4 outposts from the Automa's supply and 4 outposts from the player's supply, returning all 8 removed outposts to the box. Each side should have exactly 16 outposts for this game mode. This step does not apply to Normal or Sand to Sea modes.
Setup
Player receives starting gems based on chosen difficulty level.
At setup, the human player receives a number of starting gems (resources) determined by the chosen difficulty:
NORMAL MODE:
- Easy: 2 Green gems + 1 Yellow gem
- Normal: 1 Yellow gem + 1 Blue gem
- Hard: 2 Yellow gems + 1 Green gem
SAND TO SEA / CALL TO ADVENTURE MODE:
- Easy: 2 Green gems + 1 Yellow gem
- Normal: 1 Yellow gem + 1 Blue gem
- Hard: 2 Yellow gems + 1 Green gem
The Automa receives no starting resources.
Setup
Build the Automa deck by removing VP tile cards, culling cards by difficulty, distributing into four piles, inserting VP cards, and stacking.
Step-by-step Automa deck construction:
1. Remove all 8 victory point tile cards from the Automa deck and set them aside.
2. Shuffle the remaining Automa cards.
3. Remove a number of cards based on difficulty (see difficulty rules) and return them to the box.
4. Distribute the remaining Automa cards into four piles/stacks such that the fourth pile has exactly 5 cards. Distribute any leftover cards into the first three piles.
5. Shuffle the 8 victory point tile cards and randomly select 4 (without looking). Place one selected VP tile card on top of each pile.
6. Shuffle each of the four piles individually (so the VP tile card is integrated randomly within each pile).
7. Stack the four piles into one deck by placing the three larger piles on top of the smaller fourth pile.
8. Orientation: For Normal Mode, the deck should be oriented with 'Normal Mode' text upright. For Sand to Sea / Call to Adventure mode, FLIP the entire deck so the 'Sand to Sea / Call to Adventure' text is upright. The correct orientation determines which half of each card's actions are used.
Setup
Normal Mode deck sizes: Easy removes 1 card (3×11, 1×6); Normal removes 4 cards (3×10, 1×6); Hard removes 7 cards (3×9, 1×6).
In Normal Mode, after separating the 8 VP tile cards from the Automa deck, remove the following number of Automa cards by difficulty before distributing:
- Easy: Remove 1 card → results in 3 stacks of 11 cards and 1 stack of 6 cards.
- Normal: Remove 4 cards → results in 3 stacks of 10 cards and 1 stack of 6 cards.
- Hard: Remove 7 cards → results in 3 stacks of 9 cards and 1 stack of 6 cards.