[{"data":1,"prerenderedAt":419},["ShallowReactive",2],{"game-en-faraway":3,"overlays-en-faraway":418},{"id":4,"title":5,"accent":6,"age":7,"backdrop":8,"bggUrl":9,"body":10,"categories":27,"components":8,"cover":31,"deepDive":32,"description":16,"duration":154,"extension":157,"faq":158,"industryLegend":8,"lastReviewed":197,"leaders":8,"locale":198,"manualUrl":199,"mechanics":200,"meta":205,"navigation":206,"path":207,"players":208,"publisher":213,"quickStart":214,"resourceLegend":8,"rulesVersion":377,"seo":378,"sourceFiles":379,"sourceNotes":381,"stem":382,"strategies":383,"summary":414,"videoLanguage":8,"videoUrl":8,"weight":415,"year":416,"__hash__":417},"games\u002Fen\u002Ffaraway.md","Faraway","#E2622C","10",null,"https:\u002F\u002Fboardgamegeek.com\u002Fboardgame\u002F385761\u002Ffaraway",{"type":11,"value":12,"toc":23},"minimark",[13,17,20],[14,15,16],"p",{},"Faraway looks like a quiet game about collecting landscapes, yet it is really an\nexercise in planning backwards. You play eight cards left to right and score them\nright to left, so every early decision pays off at the end and every late card\nbarely has room to satisfy its quest.",[14,18,19],{},"The tension sits in the duration: going faster lets you pick earlier from the\ndisplay and from the sanctuaries, while going slower earns you more sanctuaries.\nNobody can always be fast or always be slow, and that is where good routes separate\nfrom mediocre ones.",[14,21,22],{},"At the end the table tells the story of your game: cards on the left surrounded by\nthe resources and colours they wanted, cards on the right holding quests that can no\nlonger be paid. Whoever planned the whole route wins; whoever played card by card\nwatches their best quest score nothing.",{"title":24,"searchDepth":25,"depth":25,"links":26},"",2,[],[28,29,30],"Exploration","Fantasy","Card game","\u002Fimages\u002Fgames\u002Ffaraway\u002Fcover.webp",{"title":33,"intro":34,"phases":35},"A journey you read backwards","You can already pick a card and find sanctuaries. Games are won by understanding that each card only cashes what sits to its right, that duration decides two things at once and that the order of your eight regions is the real strategy.",[36,92,125],{"id":37,"label":38,"steps":39},"reverse","Scoring runs backwards",[40,59,77],{"title":41,"text":42,"images":43,"check":52},"Each card cashes what comes later","Regions are revealed right to left, and each one counts every card already in view, including itself. The first card you play sees all eight, the second sees seven, and the last only sees itself. The consequence is direct: strong quests go on the left and filler on the right, because a quest played in round 8 has nothing to count.",[44,48],{"src":45,"alt":46,"label":47},"\u002Fimages\u002Fgames\u002Ffaraway\u002Fcarta.webp","Three overlapping region cards showing the duration number, a clue icon and resource and quest symbols.","Anatomy of a card",{"src":49,"alt":50,"label":51},"\u002Fimages\u002Fgames\u002Ffaraway\u002Fguia-losetas-1.webp","Tiles laid out and legible, artwork and number visible.","Tiles",{"question":53,"options":54,"answer":57,"explanation":58},"How many cards does the first region you played count?",[55,56],"All the cards to its right, including itself","Only cards sharing its biome",0,"Scoring runs right to left and accumulates everything revealed.",{"title":60,"text":61,"images":62,"check":71},"Requirements are checked at the end","Many quests ask for resources or symbols that must be present when scoring, not when you play the card. A card with a demanding requirement can look bad in round 2 and be the best in your journey by round 6, once you have built the resources to its right. Before discarding a quest, count the symbols you could end up with, not the ones you hold now.",[63,67],{"src":64,"alt":65,"label":66},"\u002Fimages\u002Fgames\u002Ffaraway\u002Fbiomas.webp","Faraway region cards sorted by biome and quest type.","Biomes and quests",{"src":68,"alt":69,"label":70},"\u002Fimages\u002Fgames\u002Ffaraway\u002Fguia-recursos-1.webp","A separate pile for each resource, all clearly visible.","Resources",{"question":72,"options":73,"answer":57,"explanation":76},"When are a quest's requirements checked?",[74,75],"When the card scores, at the end of the game","The moment the card is played","Requirements are validated in the final count, with the whole journey visible.",{"title":78,"text":79,"images":80,"check":86},"Sanctuaries count for everything","Sanctuaries are not a separate score: their symbols and resources are available to region quests when scoring. That makes them wildcards that can unlock several cards at once. If a sanctuary gives the resource you lack, do not value it only for its own quest: look at how many regions will benefit from it at the end.",[81,85],{"src":82,"alt":83,"label":84},"\u002Fimages\u002Fgames\u002Ffaraway\u002Fmesa.webp","A player's play area at the end of the game, with eight region cards in a row and several sanctuary cards around them.","Regions and sanctuaries",{"src":68,"alt":69,"label":70},{"question":87,"options":88,"answer":57,"explanation":91},"What do a sanctuary's symbols do when scoring?",[89,90],"They count towards region quests","They only score on their own","Sanctuaries join your play area and their symbols help fulfil quests.",{"id":93,"label":94,"steps":95},"duration","Duration: sanctuary or first pick",[96,110],{"title":97,"text":98,"images":99,"check":104},"More hours mean a sanctuary; fewer mean priority","Duration does two opposite things. If your card lasts longer than the previous one, you find a sanctuary; if it is short, you pick earlier in phase 3. You cannot maximise both: a round of slow cards gives sanctuaries but leaves you taking the scraps of the reserve. Alternate: play a fast card when the reserve holds something you need, and a slow one when you want a sanctuary.",[100],{"src":101,"alt":102,"label":103},"\u002Fimages\u002Fgames\u002Ffaraway\u002Fpreparacion.webp","Region cards in several colours revealed in the middle of the table, with the players' hands around them.","The central display",{"question":105,"options":106,"answer":57,"explanation":109},"What two things does your card's duration decide?",[107,108],"Finding a sanctuary and the picking order","The number of rounds in the game","A duration higher than your previous card grants a sanctuary; a low one lets you pick earlier.",{"title":111,"text":112,"images":113,"check":119},"A sanctuary is a card too","A sanctuary is not a loose prize: it joins your play area and adds symbols, resources and sometimes an extra quest to the count. That means chasing one is not automatic. If the sanctuary you draw does not fit your plan, skipping it and using that duration to pick earlier from the reserve may be better. Sanctuaries are worth what they contribute, not what they add to a collection.",[114,115],{"src":68,"alt":69,"label":70},{"src":116,"alt":117,"label":118},"\u002Fimages\u002Fgames\u002Ffaraway\u002Fguia-cartas-1.webp","Game cards face up in a fan, none covering another.","Cards",{"question":120,"options":121,"answer":57,"explanation":124},"When is chasing a sanctuary worth it?",[122,123],"When its symbols or quest fit your journey","Always: the more the better","A sanctuary that adds no useful symbols or quest competes with a good region pick.",{"id":126,"label":127,"steps":128},"plan","Eight cards, one plan",[129,143],{"title":130,"text":131,"images":132,"check":137},"There is no ninth card","The game lasts exactly eight rounds and nothing is discarded: the eight cards you play are your final journey. That makes the first half construction and the second half closure. If by round 5 you still do not know which quest you are cashing, you are late: cards played from then on can only help earlier ones, not create a new plan.",[133],{"src":134,"alt":135,"label":136},"\u002Fimages\u002Fgames\u002Ffaraway\u002Fcomponentes.webp","An open Faraway box next to the region deck, the sanctuary deck, the score pad and the rulebook on a wooden table.","Components",{"question":138,"options":139,"answer":57,"explanation":142},"How many cards make up your journey at the end?",[140,141],"Eight","It depends on the sanctuaries","There are eight rounds and eight region cards; sanctuaries are extra.",{"title":144,"text":145,"images":146,"check":148},"The tiebreak rewards speed","On a tie, whoever has the lowest total exploration duration wins. Almost nobody counts it, and it changes decisions: a fast card you do not need can win you a tie, and a slow card you do need can lose it. If you are playing for high points, watch the total hours of your journey, especially when you expect a close game.",[147],{"src":116,"alt":117,"label":118},{"question":149,"options":150,"answer":57,"explanation":153},"How is a tied game broken?",[151,152],"Lowest total duration wins","Most sanctuaries wins","The tiebreak goes to the lowest total exploration duration.",{"min":155,"max":156},20,30,"md",[159,163,166,170,173,176,180,183,186,190,193],{"category":160,"question":161,"answer":162},"setup","How many players can play?","Two to six. With two or three the display is small and every decision weighs more; with five or six the pool fills up and variety grows, at the cost of more waiting between turns.",{"category":160,"question":164,"answer":165},"How long does a game take?","About 20 to 30 minutes. It is eight rounds with one decision per round and one picking phase, so the game moves quickly even with six players.",{"category":167,"question":168,"answer":169},"turn","Can I look at the cards in my hand?","Yes, each player looks at their own without showing them. Selection is simultaneous, so nobody knows what the others played until everything is revealed.",{"category":167,"question":171,"answer":172},"What are clues?","Clues are icons printed on some region and sanctuary cards. Each clue makes you draw one extra sanctuary card in phase 2, so the more you have, the more choice you get.",{"category":167,"question":174,"answer":175},"Can I keep several sanctuaries?","You draw one plus one per clue, but in phase 3 you choose only one for your play area. The rest go face down under the sanctuary deck; they cannot be saved for later.",{"category":177,"question":178,"answer":179},"special","Do sanctuaries count as regions for quests?","Some do. If a sanctuary carries a biome colour, it counts as a region of that type when scoring certain quests. It is one of the cheapest ways to satisfy colour quests.",{"category":177,"question":181,"answer":182},"What are uddu, okiko and goldlog?","The three resources of the continent: uddu are the stones of the mineral kingdom, okiko the chimeras of the animal kingdom and goldlog the thistles of the plant kingdom. There are more stones than chimeras and more chimeras than thistles, and one resource can satisfy several quests.",{"category":177,"question":184,"answer":185},"What is the difference between day and night exploration?","Some cards carry a day icon and others a night icon. Certain quests count or require one type or the other, so balance your route if you are chasing them.",{"category":187,"question":188,"answer":189},"scoring","How exactly is a card scored?","Cards are revealed right to left. When a region scores, it counts every region card already revealed (including itself) and all your sanctuaries. Cards still face down to its left count for nothing.",{"category":187,"question":191,"answer":192},"Why does the order matter so much?","Because a card only sees what was played after it. Early cards accumulate many cards to their right and are therefore the ones that can pay the most; late cards only see themselves.",{"category":194,"question":195,"answer":196},"end","Are there points for cards left in hand?","No. At the end of the eighth round only the eight cards played and the sanctuaries count. Cards left in hand give no fame.","2026-10-24","en","https:\u002F\u002Fcatchupgames.com\u002Fnos-jeux\u002Ffaraway\u002F",[201,202,203,204],"Simultaneous selection","Set collection","Reverse scoring","Open drafting",{},true,"\u002Fen\u002Ffaraway",{"min":25,"max":209,"best":210},6,[211,212],3,4,"Catch Up Games",{"pitch":215,"pitchCheck":216,"setup":222,"turn":286,"mistakes":343,"winning":370,"winningCheck":371},"Faraway is an eight-round card game for 2 to 6 players. Each round you secretly pick one region card and place it to the right of the previous one, building your route across the continent of Alula. Every card has an exploration duration: if the card you play takes more hours than your previous one, you find a sanctuary, and sanctuaries give bonuses and extra quests. The twist comes at the end: scoring runs right to left, so each card cashes its quest counting everything you played after it. Most fame wins.",{"question":217,"options":218,"answer":57,"explanation":221},"In what order are the cards scored at the end?",[219,220],"Right to left, starting with the last card played","Left to right, in the order you played them","Scoring runs against the route: each card counts the ones played after it.",[223,233,242,252,266,276],{"text":224,"images":225,"check":227},"Shuffle the 68 region cards and deal three to each player, face down. Everyone may look at their own cards without showing them. The region deck stays in the middle of the table.",[226],{"src":134,"alt":135,"label":136},{"question":228,"options":229,"answer":57,"explanation":232},"How many region cards does each player get at the start?",[230,231],"Three","Five","Three cards in hand; five belongs to the advanced variant, where you discard two.",{"text":234,"images":235,"check":237},"Reveal as many cards from the deck as there are players plus one. With four players that is five cards on display. This is the pool everyone picks from during the game.",[236],{"src":101,"alt":102,"label":103},{"question":238,"options":239,"answer":57,"explanation":241},"With 5 players, how many cards are revealed in the middle?",[240,231],"Six","Always players plus one: with 5 players, 6 cards on display.",{"text":243,"images":244,"check":246},"Shuffle the 45 sanctuary cards separately into a face-down deck beside the region deck. Sanctuaries are not in the display: they are dealt when you find one.",[245],{"src":116,"alt":117,"label":118},{"question":247,"options":248,"answer":57,"explanation":251},"Where do sanctuaries come from?",[249,250],"A separate deck, when you find one","The central display, like regions","Sanctuaries have their own deck and are dealt during exploration.",{"text":253,"images":254,"check":260},"Keep the score pad within reach. There are no intermediate scores: the whole tally happens at the end, card by card.",[255,259],{"src":256,"alt":257,"label":258},"\u002Fimages\u002Fgames\u002Ffaraway\u002Fguia-libreta-1.webp","Open score pad with an entry and a pencil beside it.","Score pad",{"src":116,"alt":117,"label":118},{"question":261,"options":262,"answer":57,"explanation":265},"When is the score written down?",[263,264],"Only at the end of the game","At the end of every round","Scoring happens once, after the eighth round.",{"text":267,"images":268,"check":270},"For the advanced variant, deal five cards to each player and have them keep three, returning the other two to the deck unseen. The rulebook recommends playing a normal game first.",[269],{"src":116,"alt":117,"label":118},{"question":271,"options":272,"answer":57,"explanation":275},"How does the advanced variant differ?",[273,274],"You are dealt five cards and keep three","You play nine rounds","The variant only changes the deal; there are still eight rounds.",{"text":277,"images":278,"check":280},"Agree on the table layout: every player lays their cards in a row, left to right, because that order is the key information in the game. If space is tight the rulebook allows another shape, as long as the order stays clear.",[279],{"src":116,"alt":117,"label":118},{"question":281,"options":282,"answer":57,"explanation":285},"Why does the order of the cards matter?",[283,284],"Because scoring runs right to left","Because cards are grouped by colour","Each card only counts the cards played after it.",[287,298,309,320,331],{"title":288,"text":289,"images":290,"check":292},"Phase 1: explore a region","Everyone picks a card from their hand at the same time and puts it face down in front of them. All cards are revealed together and added to the right of the previous one. Each card shows its biome, its exploration duration and its quest.",[291],{"src":45,"alt":46,"label":47},{"question":293,"options":294,"answer":57,"explanation":297},"Where does the new card go?",[295,296],"To the right of the last one played","To the left, so nothing gets covered","The route grows to the right; the play order stays visible.",{"title":299,"text":300,"images":301,"check":303},"Phase 2: find sanctuaries","Anyone who played a card with more exploration hours than the card they played the round before finds a sanctuary: draw one sanctuary card plus one for each clue in your play area. Nobody finds a sanctuary in the first round.",[302],{"src":82,"alt":83,"label":84},{"question":304,"options":305,"answer":57,"explanation":308},"What does it take to find a sanctuary?",[306,307],"The card played must last longer than your previous card","The card played must match the previous biome","The comparison is with your own previous card, not with other players.",{"title":310,"text":311,"images":312,"check":314},"Phase 3: take a card and a sanctuary","Resolve in order of the lowest duration played this round first. On your turn, take one region card from the central display until you are back to three in hand, then, if you have sanctuaries, choose one and add it to your play area. The rest go face down under the sanctuary deck.",[313],{"src":116,"alt":117,"label":118},{"question":315,"options":316,"answer":57,"explanation":319},"Who picks first in phase 3?",[317,318],"Whoever played the lowest-duration card","Whoever played the highest-duration card","Moving fast gives first access to sanctuaries and to the best cards in the display.",{"title":321,"text":322,"images":323,"check":325},"Close the round","Once everyone has picked, the card left in the display is removed from the game and new cards are revealed: as many as players plus one. A game lasts exactly eight rounds.",[324],{"src":116,"alt":117,"label":118},{"question":326,"options":327,"answer":57,"explanation":330},"What happens to the card nobody took from the display?",[328,329],"It is removed from the game","It goes back into the deck","The leftover card is gone, which is why picking late limits your options.",{"title":332,"text":333,"images":334,"check":337},"The eighth round","In the last round you do not take a card from the display, since you will not play another region. You may still add a sanctuary if you gained one in phase 2. Then you go straight to final scoring.",[335,336],{"src":49,"alt":50,"label":51},{"src":116,"alt":117,"label":118},{"question":338,"options":339,"answer":57,"explanation":342},"Do you take a display card in round 8?",[340,341],"No, but you can still play a sanctuary","Yes, and you play a ninth card","The eighth card is your last region; only a sanctuary can still be added.",[344,353,362],{"title":345,"text":346,"check":347},"Saving your best quests for the end","This is the mistake that sinks a first game. A card with a powerful quest only counts what sits to its right, so playing it in round 8 makes the quest worth nothing. Big quests belong on the left.",{"question":348,"options":349,"answer":57,"explanation":352},"Where should cards with powerful quests go?",[350,351],"On the left, early","On the right, late","The earlier you play it, the more cards it will have to its right to pay the quest.",{"title":354,"text":355,"check":356},"Ignoring exploration duration","Duration does not only decide sanctuaries: it also sets the picking order. If everyone plays very fast cards, the sanctuaries never get dealt. Alternate slow and fast cards so you collect both benefits.",{"question":357,"options":358,"answer":57,"explanation":361},"What two things depend on duration?",[359,360],"Sanctuaries and picking order","Only picking order","A higher duration than your previous card earns a sanctuary; a lower one lets you pick earlier.",{"title":363,"text":364,"check":365},"Forgetting quest prerequisites","Many quests ask for resources in front of you: uddu stones, okiko chimeras or goldlog thistles. The prerequisite is checked when scoring and cannot be improvised: if you do not have it at that moment, the quest pays nothing.",{"question":366,"options":367,"answer":57,"explanation":369},"When are quest prerequisites checked?",[368,75],"At the end, when that card scores","Prerequisites are validated at the end, with everything on your table.","After the eighth round, each player turns their region cards face down and leaves the sanctuaries face up. Regions are revealed right to left: each one cashes its quest counting every card already revealed, itself included, plus all sanctuaries. Sanctuary quests are added afterwards. The highest fame wins; on a tie, the player with the lowest total exploration duration in their route wins.",{"question":372,"options":373,"answer":57,"explanation":376},"How is a tie on fame broken?",[374,375],"The lowest total exploration duration wins","Another round is played","The tie-break rewards the faster route: add up the durations of your cards.","Reglamento EN (Catch Up Games, 2023)",{"title":5,"description":16},[380],"reglamentos-pdf\u002FFaraway_Rules_EN.pdf","The official English rulebook covers setup, the three phases of each round, sanctuaries, reverse scoring and the advanced dealing variant. Every card prints its own values, so this guide explains the quest types without fixing numbers.","en\u002Ffaraway",[384,388,391,394,398,401,404,408,411],{"level":385,"title":386,"text":387},"beginner","Think backwards from round 1","Before playing a card, ask which cards you will need to its right to cash it. The first card is the one that gets the most out of everything after it.",{"level":385,"title":389,"text":390},"Alternate your durations","To find sanctuaries you need to go up in duration compared with your previous card. Alternating slow and fast cards earns sanctuaries without giving up early picks.",{"level":385,"title":392,"text":393},"Check the display before picking","The display is refreshed each round, but the card left over is removed from the game. Pick late and the card you wanted may be gone, so keep a plan B.",{"level":395,"title":396,"text":397},"intermediate","Build one dominant biome","Many quests pay per card of a single colour. Choosing two or three biomes and repeating them makes several cards score at once instead of having a bit of everything.",{"level":395,"title":399,"text":400},"Chase resources early","Prerequisites are checked at the end, so resources must already be on the table before scoring. Thistles are the rarest: if a quest asks for them, start collecting from round 1.",{"level":395,"title":402,"text":403},"Use sanctuaries as wildcards","A coloured sanctuary counts as a region of that biome. If your quest wants five green cards, a green sanctuary saves you a pick from the display.",{"level":405,"title":406,"text":407},"advanced","Plan the whole order","By round 4 you should already know what kind of card you want in each remaining slot. Conditional quests go on the left; cards that supply resources or colour go on the right.",{"level":405,"title":409,"text":410},"Track your route while you play","Keep count of durations and colours. In a close game the tie-break comes down to total duration, so sometimes a slightly worse card is worth it to keep the faster route.",{"level":405,"title":412,"text":413},"Read the display as information","What is left in the middle tells you what the others are hunting. If nobody takes red cards, that biome is free and your colour quests have a clear path.","Eight cards, eight rounds and reverse scoring: explore Alula and cash your quests by looking at what you played later.",1.9,"2023","s0omDrDyVrzjGccECx97VUR_g823I9MOCrYfPLBP80o",[],1792932784491]