Faraway
Designed by: Corentin Lebrat,Johannes Goupy
In Faraway, players are building a set of 8 region cards that will – or may – score when they are revealed. There are two catches – firstly, whether a card scores or not relies on the symbols on other revealed cards. Secondly, all eight cards will be revealed in reverse order!
The cards are all numbered and come in four suits (red, blue, yellow, green). Before play begins players are dealt a hand of five and discard down to three. Then there are eight rounds: in each, you play one of your cards from your hand to a ‘tableau’ in front of you: this will be part of your revealed set later. Then players take turns adding a new card to their hands from the shared supply: a number of face-up cards on the table. After this, a new round begins.
If you play a card into your tableau that has a higher number than the previously-added card, there’s a bonus: you get a Sanctuary card. These function as little additions in suits and/or scoring, and can be very helpful indeed. The general thrust of the game is to make sure your later cards (and/or your Sanctuary cards) will have the symbols on them that will make your earlier cards score – as you will, remember, be revealing them in reverse order!
After the eighth round, everyone flips their cards face-down then reveals them from card 8 back to card 1. Each card scores at the moment it is flipped, this is the pivotal thing to remember. It’s no good having card 7 needing four rocks to score if three of them are hidden under card 6. After points are tallied, the player with the highest total is the winner!
Sam says
There is some theme in the rulebook about exploring a fictional land, but really this is not a game with any immersion at all – you’re looking at symbols, and thinking tactically about opportunities. Which might sound dull, but Faraway’s ‘reversal’ hook – and the fact each game only takes 15 minutes – is what makes it interesting and engaging. While it’s not a bona fide favourite, I’ve enjoyed numerous plays of this game, which lands in just about the right spot for 2-3 players especially: a 20 minute diversion into pleasant puzzling and a bit of calculated risk.
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Take That!
Low. The only indirect interaction is the claiming of region cards that someone else might want.
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Fidget Factor!
Low again! Once you’re up to speed on how Faraway works, you mostly know what you’re looking for.
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Brain Burn!
It’s a case of hedging bets on those early cards and trying to make sure they’ll score later. Faraway cannily makes high-scoring cards higher-numbered, which means you’re getting less Sanctuary cards. But Sanctuary cards are very helpful, to the point of game-changing. Finding your way between these siren calls is really what the game’s about.
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Again Again!
There’s enough variance in the region and sanctuary cards to keep the game interesting over repeat plays.

