|Reveal cards from your deck until you reveal 2 Action cards other than Golem cards. Discard the other cards, then play the Action cards in either order.|
Golem is an Action card from Alchemy. When played, the Golem digs through your deck for two Action cards (other than Golems!) and makes you play them. This can be very powerful, since, like a village, it lets you play two Actions, but unlike a village it doesn't need to have Actions themselves in hand at the same time. However, it's also quite expensive—at , it's effectively more expensive than Gold! Playing Golem can be dangerous since you have to play whichever cards the Golem reveals; it may pull up cards you don't want to play, such as mandatory trashers in a hand full of Provinces!
 Official FAQ
- Reveal cards from the top of your deck, one at a time, until you have revealed two Action cards that are not Golem.
- If you run out of cards before revealing two non-Golem Actions, shuffle your discard pile (but not the revealed cards) and continue.
- If you run out and have no discard pile left either, you just get the Actions you found.
- Discard all of the revealed cards except for the non-Golem Actions you found. If you did not find any, you're done.
- If you found one, play it. If you found two, play them both, in either order. You cannot choose not to play one of them.
- These Action cards are not in your hand and so are unaffected by things that look for cards in your hand. For example, if one of them is Throne Room (from Dominion (Base Set)), you cannot use it on the other one.
 Other Rules clarifications
 Strategy Article
Golem can be very powerful, both drawing cards and playing them, but its main drawback is its cost of open Potion, then it's quite likely you'll draw instead of and will have to deal with the Potion as a dead card until you draw it with enough other treasures. On the other hand, if you wait to get the Potion, then by the time you're confident you can get , you probably don't want to spend a turn buying a Potion because you can already afford expensive engine pieces that you need sooner.. If you
This drawback of Golem is largely mitigated in games with other-cost cards, where transitioning into Golem is much easier.
Golem enables a few cute tricks and combos which are discussed below.
- Other -cost cards make transitioning into a Golem strategy much easier.
- Slow games and Colony games make Golem more likely to be useful
- Combo: Golem and Scheme. If your deck has three actions - one Golem, one Scheme, and one X (anything) - you can play all three every turn. You play a Golem, which finds your Scheme and X; then, you use Scheme's ability to put the Golem back on top of your deck.
- Combo: Golem and Counting House. If your deck has only one non-Golem action - one Counting House - then every time you play a Golem, your whole deck will be put in your discard and all your Coppers will be available for the Counting House. Though cool, this is too slow to set up to beat a simpler Big Money strategy.
- Cards that force you to do things you might not want to do if drawn by Golem
- Fast engines that don't need Golem
 English versions
|Reveal cards from your deck until you reveal 2 Action cards other than Golem cards. Discard the other cards, then play the Action cards in either order.||Alchemy 1st Edition||May 2010|
|Reveal cards from your deck until you reveal 2 Action cards other than Golems. Discard the other cards, then play the Action cards in either order.||Alchemy 2nd Edition||physical set unreleased|
 Other language versions
 Secret History