Golem Arcana: Durani – Champions of the Western Wind
BGG rating
7.4

Expansion for Golem Arcana

Golem Arcana: Durani – Champions of the Western Wind

2016

Rules assistance for Golem Arcana: Durani – Champions of the Western Wind

Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

  • 2–8 players
  • 45 min
  • 14+

Rules assistant for Golem Arcana: Durani – Champions of the Western Wind

What would you like to know?

Answers come from the official rulebook, with the page to check.

Golem Arcana: Durani – Champions of the Western Wind is an expansion for Golem Arcana released in 2016 for 2–8 players, 45 minutes per game, and ages 14 and up. It was designed by Jordan Weisman, Michael Mulvihill, Seth Johnson, and Brian Poel and its main mechanics are Variable Player Powers, Player Elimination, and Grid Movement.

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About the game

From the publisher: The new war in the wake of the Great Khan’s death rages on, shaking the foundations of the Durani Empire. Enemies press the walls of civilization on many fronts, but the Empire’s resources run deep, and the full might of its golem armies has yet to be awakened. The Champions of the Western Wind are the latest Durani golems to be called from reserve, and their specialized tactics are sure to shake up the battle plans of the Empire’s foes.

Questions and answers

Golem Arcana: Durani – Champions of the Western Wind supports 2–8 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.