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Faraway box art

Faraway

Game ID: GID0123185
Game Info
Year
2023
Players
2-6
Age
8+
Playtime
15 min
Collection
Rating
Mechanic profile
Percentile rank vs. all games
Vibe profile
How this game feels to play
Description

Welcome to Alula, a mysterious continent with ever-changing geography, shaped after the rhythm of the seasons. Beyond the Sea of Mists lies the mysterious continent of Alula. Roam across the land in search of its secrets, meet its inhabitants and list its wonders in order to gain more fame than your opponents.

Throughout a game of Faraway, you will play a row of 8 cards in front of you, from left to right. These cards represent the regions you will come across while exploring the lands. Characters on these cards will grant you victory points if you later fulfil the conditions they demand. At the end of the game, you walk back the same way, scoring cards in the opposite order you played them. There lies the heart of the gameplay. Throughout the game, the cards you play will serve both to set new objectives, and to meet the ones you played previously.

Each turn, you play a card from a hand of 3. Then you pick a new card from a face-up river. As play is simultaneous in Faraway, you must take into account a clever priority system in all of your choices – being last to pick a card leaves you with fewer options and often less profitable choices for the next turns.

—description from the publisher

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Description

Welcome to Alula, a mysterious continent with ever-changing geography, shaped after the rhythm of the seasons. Beyond the Sea of Mists lies the mysterious continent of Alula. Roam across the land in search of its secrets, meet its inhabitants and list its wonders in order to gain more fame than your opponents.

Throughout a game of Faraway, you will play a row of 8 cards in front of you, from left to right. These cards represent the regions you will come across while exploring the lands. Characters on these cards will grant you victory points if you later fulfil the conditions they demand. At the end of the game, you walk back the same way, scoring cards in the opposite order you played them. There lies the heart of the gameplay. Throughout the game, the cards you play will serve both to set new objectives, and to meet the ones you played previously.

Each turn, you play a card from a hand of 3. Then you pick a new card from a face-up river. As play is simultaneous in Faraway, you must take into account a clever priority system in all of your choices – being last to pick a card leaves you with fewer options and often less profitable choices for the next turns.

—description from the publisher

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 25
This page: 25
Sentiment: pos 19 · mix 2 · neu 3 · neg 0
Mentions per page
Showing 1–25 of 25
Video XExxk1BUomI Analysis at 5:10 sentiment: positive
video_pk 68998 · mention_pk 165299
Faraway video thumbnail
Click to watch at 5:10 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Very unique and unlike other games.
  • Leaves a lasting impact.
Cons
  • May be slightly harder to teach than some lighter games.
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • Strategy — Leans more on strategy, possibly harder to teach than Bomb Busters and Flip Seven.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The Spiel is ours has been announced and we're here to talk about it.
  • This is the big one. This is like the granddaddy of all board game awards.
  • Crackleackle means scribble.
  • This is the kind of game that should just be in everybody's library.
  • It is, not to rehash that whole thing, it is a silly little game.
  • Bombbusters is a thinkier game.
  • It's like they almost want to include some games that would be in a fourth higher category.
  • My pick is Far Away.
  • I personally prefer Farway of those three games, but my I my guess I think is Endeavor is going to get it.
  • Far Away is is so unique. Like I have never played a game like Farway before.
  • I'd be very shocked if Flip Seven didn't win the spiel this year.
  • The greatest card game of all time. Prove it.
References (from this video)
No references stored for this video.
Video 1Eb8QZVTQmo Top List at 9:06 sentiment: positive
video_pk 67672 · mention_pk 163852
Faraway video thumbnail
Click to watch at 9:06 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Mathematical and analytical nature
  • Immense level of constriction
  • Appeals to programming/sequencing fans
  • Brilliant strategy
Cons
  • Feeling of never being able to complete everything
  • Can struggle to fulfill later cards
Thematic elements
  • Journeying through diverse biomes (water, desert, forest) and calculating victory points after a quest.
  • Traveling through different regions, going on a quest, and returning home.
  • Cards are played forward, but scoring happens in reverse order, creating a mind-meld experience.
Comparison games
none
Mechanics (from transcript analysis)
  • card drafting — Players draft region cards (square colored cards with numerical values) representing different biomes.
  • Resource management — Sanctuary cards provide additional ways to get icons and biomes, helping to satisfy scoring conditions.
  • set collection — Players aim to collect specific icons (masks, pineapples) or biomes to satisfy quests on region cards.
  • tableau building — Players play region cards over eight rounds, building a sequence or tableau.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Are you looking for some really quick, fun card games that you can play on a week night, maybe after work, or maybe after dinner?
  • The idea of taking photographs and capturing those memories feels really personal to me.
  • I really love it when a card game has rule set that you can teach in about 2 minutes, but then each and every decision feels weighted and layered.
  • In fact, this was a game I picked up 2 years ago on my trip to Melbourne and I walked into the shop and I thought, 'Wow, that game, there's something about that game that just makes me smile, makes my heart glow.'
  • There's a few of those little micro decisions that really makes this game super fast, but super tense.
  • This is actually one of those great um if you're hanging out with a group of people on the weekend or you're around at a barbecue, this is a game to get out that will really have people going, 'Ah, yeah, let's just play that.'
References (from this video)
No references stored for this video.
Video ey_NEBJOCv4 Review at 0:03 sentiment: positive
video_pk 67615 · mention_pk 163767
Faraway video thumbnail
Click to watch at 0:03 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Unique
  • Interesting
  • A lot of player interaction
  • Really replayable
  • So good
  • Clever and puzzly
  • High strategy for its small box size
Cons
none
Thematic elements
  • Playing cards into a journey and scoring them going back the other way.
Comparison games
none
Mechanics (from transcript analysis)
  • Card Play — Players play cards into a journey, with scoring based on card placement and conditions.
  • market drafting — Players select cards from a market, with turn order influenced by the lowest valued card played.
  • scoring — Journeys are scored from right to left after playing a set number of cards.
  • set collection — Some cards require specific conditions (e.g., pineapples) or colors to the right for points.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • One of my favorite card games of all time.
  • My number one game of last year is Far Away.
  • This game is so clever and puzzly, trying to balance where you're putting which cards, how to get sanctuary cards, all of the things.
  • I can't think of another game that has this much strategy for a box size this small.
References (from this video)
No references stored for this video.
Video vyJGpXIdhjM Top List at 1:52:06 sentiment: positive
video_pk 67341 · mention_pk 163422
Faraway video thumbnail
Click to watch at 1:52:06 · YouTube ↗
Overall sentiment (raw)
Positive
Pros
  • Quick to learn and play
  • Engaging scoring that prompts immediate replays
  • Fast-paced gameplay
  • Has a small expansion that adds more scoring conditions
Cons
  • The theme doesn't come through strongly.
Thematic elements
  • Traveling and documenting travels
Comparison games
  • Castle Combo
Mechanics (from transcript analysis)
  • card drafting — Players draft cards simultaneously.
  • initiative bidding — Cards have initiative numbers, and the player with the lowest number chooses from the buying area first.
  • set collection — Players collect symbols from sanctuary cards for scoring.
  • tableau building — Players build a tableau of eight cards.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The theme really doesn't come through. It's just how the scoring and the gameplay is why it's here.
  • that that thing is always the thing that catches people that very first time. They're like, 'Oh, I see now.'
  • It's such a short game.
  • It takes longer to score the game than it does to play the game
  • Guards of Atlantis 2 is a MOA style uh t 2v2 game.
  • I absolutely love that there's a reason why I'm not a big fan of exceed or onward in this in this mobile case is because I don't like randomness in these head-to-head games
  • if I'm outplayed, I know my opponent outplayed me.
  • every single uh, hero has only five cards that they can play and they'll play four of them in a given round.
  • I really like that that level up system.
  • Onward 100% feels more like a MOA than Guards of Atlantis does.
  • I've had a great time every single time I've played it.
References (from this video)
No references stored for this video.
Video HsbTEvyKfNA Playthrough at 0:03 sentiment: positive
video_pk 67276 · mention_pk 163236
Faraway video thumbnail
Click to watch at 0:03 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • The art is great.
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • card drafting — Players draft cards, with discussions about who gets to draft first based on card numbers or turns.
  • drafting — Players draft cards, with discussions about who gets to draft first based on card numbers or turns.
  • hand management — Players draw cards into their hand and decide which ones to keep and play.
  • set collection — The scoring involves collecting sets of symbols and colors, with players aiming for specific combinations like 'two reds and a blue' or 'two of these symbols'.
  • tableau building — Players are instructed to make sure their tableau is on camera and choose the first card for their tableau.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The art's great in this game.
  • So many interesting choices. This game is just like 15 decisions at once.
  • Yeah, this is my strategy is I put all my stuff early. This is all my score for you.
  • All garbage. Throw it away.
  • It's nice. I don't know.
  • I bet you feel good about that, don't you?
  • I need the symbols, man. I need the symbols.
  • I don't think it's a good strategy to go for the big cards. I don't think it's a good strategy.
  • My strategy was to try to go like play the lowest cards first and to get as many sanctuary cards as I possibly could.
References (from this video)
No references stored for this video.
Video eKkTvepOu9U CA Couple Top 5 List at 9:25 sentiment: positive
video_pk 66229 · mention_pk 161064
CA Couple - Faraway video thumbnail
Click to watch at 9:25 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Non-traditional thinking that challenges players
  • Compact card-based design
  • Smooth scoring flow
Cons
  • Complex to teach to new players
Thematic elements
  • Card drafting with left-to-right scoring
  • Tableau building world
  • Brain-twisting, non-traditional thinking
Comparison games
none
Mechanics (from transcript analysis)
  • Compound Scoring — end-of-game scoring runs from left to right
  • left-to-right scoring — end-of-game scoring runs from left to right
  • relics/artifact deck — look through relics to meet requirements and gain points
  • tableau building — draft and arrange cards to set up scoring
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a engine built dice roller where you're going to be purchasing different ships and placing them into your board your space station
  • it's essentially a race to 40 rockets
  • the board really becomes alive as you Electrify the city as you grow more districts
  • bees they're cute they're so cute
  • this is like a tableau Builder where you're drafting your cards and placing them but the thing that's hard to wrap your brain around is you're playing cards from left to right and scoring right to left
  • the gang is a Cooperative poker game
  • the timing of the game is really exciting too
  • declaring Ambitions and when you do that you basically out of the five maybe six options you have you can really set the tone for what the round is going to look like
  • I want to play it at a higher player count to see what kind of interaction goes on
  • the board becomes alive as you electrify the city
  • it's one of the most gorgeous games on the table
  • Darwin's Journey … following along Darwin's Journey as the game suggests
  • be mindful of yo-kaI and the deforestation theme
References (from this video)
No references stored for this video.
Video E_ClsyveJXg Allies or Enemies Top 100 List at 17:14 sentiment: mixed
video_pk 65806 · mention_pk 159663
Allies or Enemies - Faraway video thumbnail
Click to watch at 17:14 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • clever drafting influence
Cons
  • counterintuitive scoring mechanics
  • requires memory and planning
Thematic elements
  • open-ended exploration and scoring behind the scenes
  • Card tableau drafting with a retro/vague theme
Comparison games
none
Mechanics (from transcript analysis)
  • card drafting — draft and arrange cards into a line; end-game scoring triggered by completing patterns
  • card drafting / tableau building — draft and arrange cards into a line; end-game scoring triggered by completing patterns
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a very cozy game
  • this game can be so so mean
  • it's like Pandora's box of but like a good Pandora's Box
  • the theme and mechanics mush together like magic
References (from this video)
No references stored for this video.
Video AScPQ1LOkIw Meeple University Rules Teach at 0:11 sentiment: neutral
video_pk 63841 · mention_pk 157358
Meeple University - Faraway video thumbnail
Click to watch at 0:11 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
  • shape-shifting continent, adventurer exploration
  • continent of Alula
Comparison games
none
Mechanics (from transcript analysis)
  • Compound Scoring — Scores depend on icons such as Chimera, stones, thistles; many cards have prerequisites or conditional scoring shown on the card banner.
  • Day/Night and map-based scoring — Some cards score based on daytime vs nighttime or the number of map icons.
  • End-game tie-breaks — If tied, the lowest-numbered region card breaks the tie; if still tied, victory is shared.
  • Icon-based scoring and prerequisites — Scores depend on icons such as Chimera, stones, thistles; many cards have prerequisites or conditional scoring shown on the card banner.
  • Region card drafting and placement order — Players choose one region card from hand and place it face down; on reveal, cards are placed to the left of the player's area in the order played.
  • Region sequencing and end-of-round scoring order — Cards are placed left to right (or two rows); the order is important for regions during scoring.
  • Rondel — Eight rounds total; round 1 has two steps; subsequent rounds have three steps (explore a region, then sanctuaries, then end exploration); a number of face-up region cards equal to players + 1 are displayed.
  • Round structure and display — Eight rounds total; round 1 has two steps; subsequent rounds have three steps (explore a region, then sanctuaries, then end exploration); a number of face-up region cards equal to players + 1 are displayed.
  • Sanctuary discovery — Players who played a higher-numbered region in that round draw sanctuary cards equal to 1 plus the number of map icons face up on their cards.
  • Sanctuary placement and redraw — Sanctuaries played are placed into a player's tableau; unplayed sanctuaries are returned to the bottom of the sanctuary deck and players may redraw to three regions.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • And today we'll be teaching you how to play Far Away
  • The game plays in eight rounds followed by final scoring.
  • The cards are uniquely numbered from 1 to 68.
  • The order in which you play sanctuaries is irrelevant.
  • The player with the highest score wins.
  • If tied, whoever has the single lowest numbered region card breaks the tie.
  • And if still tied, victory is shared.
References (from this video)
No references stored for this video.
Video aE1LkU2KjWg kovray News at 6:12 sentiment: positive
video_pk 63813 · mention_pk 157325
kovray - Faraway video thumbnail
Click to watch at 6:12 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • art is inviting
  • eight rounds keeps it tight and approachable
  • end scoring mechanics reward planning and can surprise you
  • artifact cards add depth to strategy
Cons
  • can be confusing at times
  • tracking all scoring goals can be tricky
  • some may find the rules interactions dense
Thematic elements
Comparison games
  • The Gang
  • Loot
  • Endeavor Deep Sea
  • Wingspan
  • Daybreak
  • Seven Wonders
Mechanics (from transcript analysis)
  • artifact cards — artifact cards provide ongoing bonuses and are part of scoring
  • card crafting — artifact cards provide ongoing bonuses and are part of scoring
  • card drafting — draft cards from left to right and score based on card interactions
  • end-of-game scoring from right to left — after drafting, cards are flipped and scored in the opposite direction
  • line-building / set collection — build lines of cards to activate goals and plan for end scoring
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Now, this is a big game and this is a big box full of components and glory.
  • There's been a snub.
  • The board tells you exactly what to do. It's intuitive.
  • The first game is going to break people's brains.
  • It's only eight rounds.
  • artifact cards that are always part of your scoring set.
  • the cover of this game is gorgeous. It's such a beautiful game. But on the table it is ugly.
  • It's a little bit heavier. Than some of the other games that have won this game in the past.
  • Endeavor Deep Sea has table presence that's absolutely fantastic.
References (from this video)
No references stored for this video.
Video ZHHvJamXnZw All You Can Board Top List at 25:34
video_pk 62476 · mention_pk 155069
All You Can Board - Faraway video thumbnail
Click to watch at 25:34 · YouTube ↗
Pros
none
Cons
none
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Small box games can sometimes get a bad rap because there's so many board games that release every year.
  • Flip Tunes is a really small box clearly.
  • it's such an easy game to teach
  • Scout is one of the best card games I've played in the last little bit.
  • Cascadia Rolling Rivers is a really satisfying game to manage the habitat cards.
  • Take Time is a cooperative game that boils down to two sets of cards, 1 to 12.
  • The Crew Mission Deep Sea is a cooperative trick-taking game for three to five players.
  • Stellar is a really great smallbox game that left my collection.
References (from this video)
No references stored for this video.
Video s7jQrI_E0kY Ryan and Bethany Board Game Reviews Review at 0:06 sentiment: positive
video_pk 62330 · mention_pk 154833
Ryan and Bethany Board Game Reviews - Faraway video thumbnail
Click to watch at 0:06 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Educational content about birds and conservation
  • Engaging route-building mechanic with a distinct bird focus
  • Beautiful artwork that complements the learning aspect
  • Bird cards provide varied abilities and strategic choices
  • Balanced interplay with foul play and squawk mechanics
Cons
  • Early game can feel slow or sloggy as players establish routes
  • Rules can be confusing at first due to placement/route interactions
  • Some luck with card draws can impact pacing
Thematic elements
  • Conservation and endangered species
  • Migratory bird routes across Asia
  • educational, nature documentary feel
Comparison games
  • Train games
  • Route-building strategy games
Mechanics (from transcript analysis)
  • Bird placement and scoring — Completing a bird's route scores points; some birds grant bonus scoring or abilities.
  • Catastrophe cards — Board-wide events that affect all players and adjust strategy.
  • Compound Scoring — Completing a bird's route scores points; some birds grant bonus scoring or abilities.
  • Conservation/funds cards — Provide points or bonuses based on conservation themes and endangered species.
  • end game bonuses — Open country links and bird-related bonuses contribute to final scoring.
  • End-game bonuses and open country scoring — Open country links and bird-related bonuses contribute to final scoring.
  • Events — Board-wide events that affect all players and adjust strategy.
  • Foul play cards — Events that hinder routing; countered by Squawk cards or other mitigation.
  • Multi-use cards — Provide points or bonuses based on conservation themes and endangered species.
  • Network/route building — Players connect starting habitats to ending habitats along defined paths, with rules about placement and overlap.
  • Route Building — Players connect starting habitats to ending habitats along defined paths, with rules about placement and overlap.
  • Squawk cards — Countering tools to mitigate foul play effects.
  • Winget cards (special abilities) — Drawn to grant special abilities that aid routing or scoring.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This game introduced me to so many different types of birds. I learned through my daughter and through the game.
  • The educational part complemented with the gameplay; it worked well together.
  • I actually really enjoyed this one.
  • We both thought that we're like, is this interesting? This is the train game—it’s a bird game, but route-building at heart.
References (from this video)
No references stored for this video.
Video dOcy8rnSe6o Board Gaymes James Playthrough at 0:34 sentiment: positive
video_pk 62106 · mention_pk 154676
Board Gaymes James - Faraway video thumbnail
Click to watch at 0:34 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Simple core mechanic (set collection) with interesting scoring decisions
  • Expansion adds two new scoring mechanics for variety
  • Asymmetric sanctuary-cards combos allow strategic planning
Cons
  • Late-game scoring can become complex and dense
  • Some players may find the expansion adds cognitive load
Thematic elements
  • Set collection and sanctuary-style scoring with expansion elements
  • Abstract, tactical card drafting with ritual scoring
Comparison games
none
Mechanics (from transcript analysis)
  • Compound Scoring — People from Below adds two scoring mechanics that modify end-game scoring.
  • Expansion-driven scoring — People from Below adds two scoring mechanics that modify end-game scoring.
  • Market drafting with scoring center — Cards are drafted from a shared market with central scoring implications.
  • Score from right to left — Scoring runs in the reverse direction of play, requiring forward planning.
  • set collection — Players collect cards to form scoring sets.
  • Simultaneous action selection — Players act at the same time, not in a strict turn order.
  • Simultaneous Actions — Players act at the same time, not in a strict turn order.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Expansion adds two scoring mechanics to Far Away.
  • This is basically a set collection game.
  • Score from right to left.
  • We shuffle everything together, including the expansion.
  • This is going to score last because it scores for each set.
References (from this video)
No references stored for this video.
Video EcNzaLNhxzc Board Gaymes James Playthrough at 1:45 sentiment: mixed
video_pk 62034 · mention_pk 154639
Board Gaymes James - Faraway video thumbnail
Click to watch at 1:45 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Expansion content increases variability and replayability with new scoring paths (gray cards, mystic havens, meteorites).
  • Backwards scoring mechanic creates engaging strategic tension and planning.
  • Clue-driven sanctuary system adds a thematic hook and additional decision space.
  • End-of-round market drafting provides a dynamic, competitive tempo.
Cons
  • Rule complexity and frequent rule-checking may hinder accessibility and slow down play.
  • Early rounds can feel chaotic or confusing as players learn new interactions and new expansions.
  • Some scoring conditions require multiple prerequisites that may be difficult to track mid-game.
  • The need to consult English rules for specific counting (for example whether seven counts for 70s or not) indicates potential ambiguities.
Thematic elements
  • set collection and exploration with evolving scoring paths driven by clues, sanctuaries, and expansions.
  • A modular, region exploration and scoring world where players uncover sanctuaries, clues, and regional developments as they build a line of cards.
  • procedural, rules-driven progression with expansion-driven variability
Comparison games
  • Let's Go to Japan
Mechanics (from transcript analysis)
  • backwards scoring — Scores are tallied from the end of the row toward the start, creating forward-looking decisions about how to build the line.
  • card drafting — Each round, players select a card from their hand and place it in a line in front of them; placement triggers scoring opportunities and sanctuary access.
  • card drafting and placement — Each round, players select a card from their hand and place it in a line in front of them; placement triggers scoring opportunities and sanctuary access.
  • clues and sanctuary system — Clues unlock sanctuary cards, which provide bonus scoring and special abilities; players balance clue collection with sanctuary acquisition.
  • Compound Scoring — Some cards require earlier prerequisites, such as having a specific card before you can score a later card, adding planning constraints.
  • end-of-round market draft — The player with the lowest duration picks first from the market, creating strategic tempo shifts across rounds.
  • endgame sanctuary destruction — Certain sanctuary cards can be destroyed to adjust final scoring, creating deliberate trade-offs between stability and potential points.
  • expansion integration — Base game expansions introduce gray cards, mystic havens, and meteorites, expanding scoring paths and card types.
  • meteorite behavior (expansion) — Meteorites introduced by expansions stay face-up during scoring and influence endgame expectations and decisions.
  • prerequisite-based scoring — Some cards require earlier prerequisites, such as having a specific card before you can score a later card, adding planning constraints.
  • region exploration and duration — Players explore a region by placing cards and tracking a duration value for timing and market advantage in the endgame.
  • set collection — Players assemble a hand of cards and lay out a row of cards to score based on their attributes and collected bonuses.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Far Away. It is a programming set collection game basically.
  • We are going to drop all them like I lay out of cards into a row but we're going to score them backwards.
  • The meteorites will not flip over when we go to score.
  • I printed the English rules because I need to know if the seven counts for 70s or not.
  • I never play this game before and now I have three expansion.
References (from this video)
No references stored for this video.
Video KIZqclBZVjI Allies or Enemies Top List at 9:06 sentiment: positive
video_pk 61084 · mention_pk 153529
Allies or Enemies - Faraway video thumbnail
Click to watch at 9:06 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • compact, quick play with interesting decisions
  • replayable and tight scoring
  • easy to teach to new players
Cons
  • reverse scoring can be tricky to grasp at first
  • may feel limited to some players
Thematic elements
  • order of play and end-game scoring
  • abstract, small-box card game
  • compact and clever
Comparison games
  • Welcome To...
  • Ganz Schon Clever
Mechanics (from transcript analysis)
  • reverse scoring at end — cards are scored in reverse order to create anticipation
  • set-up and play order — you must sequence cards to maximize scoring and plan ahead
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a race to points when someone breaks through that point barrier they win the game so it's really fast it's really tight
  • it's a game about magic that feels a little bit like magic
  • the tension of when do I take a dice to actually move a camel thus giving other people information
  • one of the smartest ways dice are used in any game at all
  • it's so mean but it's still so lovely
References (from this video)
No references stored for this video.
Video uBzJWSNCgWU JestaThaRogue Review at 0:00 sentiment: positive
video_pk 42833 · mention_pk 151288
JestaThaRogue - Faraway video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Backwards scoring is clever and drives forward-thinking decisions
  • Thematic landscapes and strange creatures reinforce exploration
  • Visually appealing with strong table presence
  • Short playtime makes it a good filler or lighter strategic option
  • Potential hidden gem for the right gaming group
Cons
  • Not the easiest game to teach
  • Backward scoring can confuse first-time players
  • Some card interactions may not click immediately
  • May require a couple of plays to fully grasp
Thematic elements
  • Exploration and observation of an alien environment through strategic card management
  • A mysterious alien world with landscapes and creatures explored through card play
  • Atmospheric and abstract exploration, driven by card interactions and forward planning
Comparison games
none
Mechanics (from transcript analysis)
  • backwards scoring — End-of-game points are tallied from right to left, so earlier cards influence later scores.
  • card row progression — A single line of eight cards is played across rounds from left to right, creating a evolving tableau.
  • compact tableau in a small box — A tight, stylish package delivering a thinker in roughly 30 minutes for 2-6 players.
  • resource and objective cards — Cards grant resources and/or objectives; players must combine them to maximize end-game points.
  • risk management — Players balance immediate points with future payoff due to reverse scoring.
  • risk/decision tension — Players balance immediate points with future payoff due to reverse scoring.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The backwards scoring is clever.
  • Far Away is weird, smart, and stylish.
  • It's a thinker in a small box.
  • It might confuse first- timers, but if it's your group's kind of thing, this could be a hidden gem.
  • For me, it's staying on the radar.
References (from this video)
No references stored for this video.
Video 2Xp-xqIV-no Tabletop Tolson Review at 0:25 sentiment: positive
video_pk 37357 · mention_pk 152247
Tabletop Tolson - Faraway video thumbnail
Click to watch at 0:25 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Engaging puzzle with interlocking prerequisites and treasure maps
  • Clear iconography and strong thematic coherence
  • Companion to Castle Combo adds complementary pacing
Cons
  • Complex to optimize; heavy cognitive load for some players
  • Requires careful timing to trigger prereqs and sanctuary bonuses
Thematic elements
  • exploration and resource management across landscapes
  • A world of regions, treasure maps, and sanctuary-card scoring with terrain variety
  • instructional and descriptive
Comparison games
  • Castle Combo
Mechanics (from transcript analysis)
  • card drafting — Players draft cards representing terrain and resources, building a tableau to maximize scoring.
  • Compound Scoring — Certain score cards require specific symbol prerequisites from previously flipped cards.
  • prerequisite-driven scoring — Certain score cards require specific symbol prerequisites from previously flipped cards.
  • reverse scoring with hidden cards — Score is tallied in reverse order to reveal the final sixteen or more points.
  • set collection — Cards provide terrain types and symbols; matching sets yield bonuses and prerequisites for higher scores.
  • set collection / resource management — Cards provide terrain types and symbols; matching sets yield bonuses and prerequisites for higher scores.
  • treasure maps mechanic — Treasure map symbols grant additional draws and choices when you go higher in value.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this is a real mindbend in my opinion
  • Far Away really blew me away
  • it's wild. And what they actually tell you to do is let's say I put all these cards out in my game play
  • the puzzle of figuring out your tableau and how you can score the best
  • you've got to think through. Okay. So then this card is going to get discarded
References (from this video)
No references stored for this video.
Video QYCysst2zFs Meeple University Rules Teach at 0:31 sentiment: positive
video_pk 37023 · mention_pk 111136
Meeple University - Faraway video thumbnail
Click to watch at 0:31 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Engaging and varied optimization due to card/tokens combinations
  • Three thematic pathways and strong majority dynamics
  • Tactical battle component adds tension beyond deck-building
  • Stunning illustration by Sha Andrew Murray and integration with Gateway universe
Cons
  • Prototype components and rules may change; current rules are not final
  • Complexity can be intimidating for new players
  • Setup and organization of three districts/alleys could be time-consuming
Thematic elements
  • Underground infamy and factional power struggles, with magic and governance through influence.
  • A Victorian-inspired city of Gateway, organized into three districts and alleys, featuring factions vying for control.
  • Faction-driven deck-building with thematic flavor cards and evolving threats; expressed through urban confrontation and intrigue.
Comparison games
none
Mechanics (from transcript analysis)
  • Action-cost and empowerment — Play a card of an action color, pay its resource cost, and empower with other cards or resource tokens to start the action.
  • area majority — Maj orities in alleys/districts earn infamy; endgame scoring adds infamy from cards, defeated enemies, bribes, and on-board majority.
  • Area majority and endgame scoring — Maj orities in alleys/districts earn infamy; endgame scoring adds infamy from cards, defeated enemies, bribes, and on-board majority.
  • Bribe and recruitment — Recruit merchants to generate cash, wizards to control runestones, and insurgents to gain combat power; bribes grant bonuses.
  • card crafting — Craft runestones from Arca and activate them for free actions; runestones level up to grant stronger effects or shorter cooldowns.
  • Combat and control — Engage in combat with city guards and monsters; control alleys and districts through majority and benefit from infamy.
  • Deck building — Players build their hand by recruiting cards from recruitable decks and their discard piles to improve options.
  • deck-building — Players build their hand by recruiting cards from recruitable decks and their discard piles to improve options.
  • Resource management — Three resources (Gold, Arca, Power) are spent to perform actions and recruit cards; tokens track progress.
  • Runestone crafting — Craft runestones from Arca and activate them for free actions; runestones level up to grant stronger effects or shorter cooldowns.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Gateway is a deck building game in which players compete to assemble the most infamous crew battling for influence in the Victorian inspired city of Gateway.
  • As you can see, Gateway is more than just a straight deck builder.
  • Players are exploring three different strategic pathways and resources and consistently fighting for the critical majorities that can swing the final scores.
  • The game is marvelously illustrated by famed fantasy illustrator Sha Andrew Murray and it is set in the universe of his 2012 fantasy book Gateway: The Book of Wizards.
References (from this video)
No references stored for this video.
Video htwWoqIWBHE BoardGameCo Discussion at 6:17 sentiment: neutral
video_pk 32817 · mention_pk 97246
BoardGameCo - Faraway video thumbnail
Click to watch at 6:17 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
none
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I'm Alex Radcliff from Board Gameco. I hope you enjoyed this video.
  • I logged 1374 games last year.
  • I want to end 2026 by getting backlog down to at least 100 red or fewer.
  • I dropped 40 lbs this year instead of the 10 I was aiming for.
  • There were 738 videos added to the channel in 2025.
References (from this video)
No references stored for this video.
Video z2FYxaKC5VU Board of It Top List at 11:46 sentiment: positive
video_pk 32533 · mention_pk 96269
Board of It - Faraway video thumbnail
Click to watch at 11:46 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • tight, elegant drafting
  • short playtime into 20-30 minutes
  • scales well with two players
Cons
  • some might find scoring backwards non-intuitive at first
Thematic elements
  • card drafting and tableau development
  • Abstract tableau-building setting
  • tight, introspective drafting with backwards scoring
Comparison games
none
Mechanics (from transcript analysis)
  • backwards scoring — At the end, cards are scored from right to left, making early choices less obvious until later.
  • Bonus Cards — Bonus cards provide extra scoring opportunities and strategic options.
  • card drafting — Draft cards to build a personal tableau.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a nice little puzzle
  • two players, it's head-to-head and dualistic
  • escape room in a box, except it's puzzles
  • it's a euro and in that kind of element there's not so much interaction
  • excellent at two players
  • the stock market element is tricky if others take the cards you want
References (from this video)
No references stored for this video.
Video ylIkgwCX3pQ The Broken Meeple Discussion at 17:09 sentiment: positive
video_pk 12417 · mention_pk 83982
The Broken Meeple - Faraway video thumbnail
Click to watch at 17:09 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Innovative mechanics that light up the eyes
  • Interesting decision space balancing current rewards and future tableau quality
  • Multiple viable strategies
  • Solid card game design
  • Nice colorful artwork despite weird style
Cons
  • Play time estimates optimistic at 15-30 minutes, actually 45 minutes
  • Chaotic with 5-6 players
  • Complex graphic design requires double-checking rules
Thematic elements
  • Journey or passage through terrain
  • Building tableau of cards with journey mechanics
  • Abstract card-based journey
Comparison games
none
Mechanics (from transcript analysis)
  • Draw condition — Card values determine draw opportunities from bonus card deck
  • Reverse scoring — After round completion cards flip and players score by working backwards through tableau
  • tableau building — Players build a row of eight cards from left to right with different values
  • turn order selection — Card values affect which players pick from available cards next round
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • You're listening to the Broken Meeple show, a podcast that speaks passionately about board games for the benefit of those who play them
  • This is probably one of the most interesting and possibly one of my favorite trick-taking games I've played now
  • My eyes lit up you know and it's kind of like the first time I saw that typewriter mechanic for civilization of New Dawn
  • People crying that this is like a nearly Flawless game are seriously downplaying the luck problem in this
  • This is the Pinnacle of Bland
  • There is no excitement in this game, this game just doesn't generate an emotional response
  • It generates a lot of fun banter, a lot of cool thinking
References (from this video)
No references stored for this video.
Video T7hYH9Kg2VY Rolls in the Family Top List at 9:39 sentiment: positive
video_pk 10486 · mention_pk 94885
Rolls in the Family - Faraway video thumbnail
Click to watch at 9:39 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • crunchy, thinky filler
  • punchy for a ~30 minute game
  • replayable with different scoring goals
Cons
  • may be too brain-burning for some during a filler slot
Thematic elements
  • reverse thinking and drafting for scoring
  • puzzle-driven, thinky
Comparison games
none
Mechanics (from transcript analysis)
  • card drafting — Draft cards to line up scoring goals that will be executed in reverse order at the end.
  • Card drafting with reverse scoring — Draft cards to line up scoring goals that will be executed in reverse order at the end.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's just it is that quick card drafting. You know, the simultaneous play keeps everyone engaged.
  • scouting, which is taking one of the outermost cards on the set that's currently out and taking it into your hand and slotting it anywhere.
  • you can't communicate what each of you have outside of in between rounds.
  • it's all around, you know, you're rolling these dice behind your little map and then using, you know, dice placement out on kind of a shared board to ultimately try to fly the plane successfully.
  • Tumbling Dice had a way of getting to his heart.
  • Sausage Sizzle is just absolutely knocked it out of the park in that regard.
  • This is the definitive filler game.
  • Escape the temple for 10 minutes of excitement and fun.
References (from this video)
No references stored for this video.
Video jwYv9MNEhZg Peaky Boardgamer Rules Teach at 0:31 sentiment: positive
video_pk 9740 · mention_pk 28771
Peaky Boardgamer - Faraway video thumbnail
Click to watch at 0:31 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Short playtime (under an hour) and accommodates 2-6 players
  • Clear phase structure and relatively approachable rules
  • Deep scoring interactions via prerequisites and Sanctuary cards
Cons
  • Relies on careful tracking of multiple prerequisites and scoring conditions
  • Complex scoring sequences can be challenging for new players
  • Thematic elements may be light for players seeking a strongly thematic narrative
Thematic elements
  • Exploration, tableau-building, and sanctuary-driven scoring in a mythical setting
  • Fantasy world of regions and sanctuaries explored over eight rounds
  • Thematic but mechanically driven with emphasis on card interactions and scoring prerequisites
Comparison games
none
Mechanics (from transcript analysis)
  • End-of-round replenishment — At the end of each round, new region cards are dealt to the middle deck to replenish options
  • Phase structure — Game consists of eight rounds with three phases: exploring, sanctuary discovery, and final scoring
  • Resource-based scoring and icons — Cards feature resource icons (e.g., Chimera, stones) that influence scoring potential
  • Sanctuary acquisition — If the revealed region card is higher than the previous round, players gain Sanctuary cards and possibly extra rewards for clue icons
  • Scoring with prerequisites — Many cards provide points only if prerequisites (stones, icons, etc.) are satisfied by the player's current play area
  • Secret card draft / tableau placement — Each round players secretly select a region card to place in their leftmost empty region slot of their Tableau, then reveal simultaneously
  • Simultaneous reveal and order-based scoring — Region cards are revealed one at a time from right to left to score and check prerequisites
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this little game is for two to six players and plays in under an hour it will certainly burn your brain but in the most delightful and relaxing way
  • Shuffle the region and Sanctuary cards and form two separate face down stacks at one side of the table
  • let's start by saying that each player will play cards on a personal Tableau
References (from this video)
No references stored for this video.
Video oTJimwO3Tuo Chairman of the Board Top List at 10:07 sentiment: positive
video_pk 7842 · mention_pk 87851
Chairman of the Board - Faraway video thumbnail
Click to watch at 10:07 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Engaging drafting, solid rule set, and variety in scoring strategies
Cons
  • Some players may need more plays to solidify preferences
Thematic elements
  • card drafting and engine optimization with increasing complexity
  • engine-building card game with progressive scoring
  • methodical, strategic
Comparison games
none
Mechanics (from transcript analysis)
  • card drafting — First rounds give fewer cards; later rounds increase draw and decision depth.
  • Drafting with increasing card plays — First rounds give fewer cards; later rounds increase draw and decision depth.
  • engine building — Play cards left-to-right; score from right-to-left with prerequisites.
  • Engine-building, left-to-right scoring — Play cards left-to-right; score from right-to-left with prerequisites.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I think out of all of these videos that I've done this is probably the highest quality list that I've done in terms of game recommendations
  • gorgeous production I mean the pieces here are absolutely lovely on the table
  • one of my favorite deduction games of all time if not my favorite game
  • I like how pure and simple it is
  • it's criminally underrated
  • this one is an absolute absolute belter
  • I could not recommend it enough
References (from this video)
No references stored for this video.
Video gakg6YX3K3A Peaky Boardgamer Rules Teach at 0:02 sentiment: neutral
video_pk 1899 · mention_pk 5448
Peaky Boardgamer - Faraway video thumbnail
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
  • Eight-round structure provides clear pacing
  • Multiple scoring avenues via objectives and prerequisites
  • Inclusion of sanctuary cards adds additional scoring flexibility
Cons
  • Relies on flipping cards for scoring, which may affect transparency during play
  • Prerequisites can add complexity and potential confusion for new players
  • Limited information available from the transcript about game depth
Thematic elements
  • Unknown
  • Unknown
  • instructional
Comparison games
none
Mechanics (from transcript analysis)
  • card tableau building — Players add a region or sanctuary card to a personal tableau each round.
  • end-of-round and end-of-game scoring — Scoring occurs after the eighth round and determines the winner.
  • objectives-based scoring — Scoring depends on whether cards meet predefined objectives.
  • prerequisite-based scoring — Some cards score only if prerequisites are met by the end of scoring.
  • revealing for scoring — Region cards are flipped and revealed from right to left during scoring.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • farway is played over a series of eight rounds
  • cards have a scoring potential based on objectives
  • some of these cards have prerequisites so that their scoring is effectuated at the end of the eighth round
  • all players will have a row of eight region cards which they flip facing downwards and scoring commences
  • the player with the most victory points will win
References (from this video)
No references stored for this video.
Video dPpdKVTREHM Rolls in the Family Review at 0:00 sentiment: positive
video_pk 1552 · mention_pk 85354
Rolls in the Family - Faraway video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Engaging reverse-resolution mechanic creates a unique puzzle
  • High tension and strategic depth
  • Replayability through variable opening ambitions and timing
  • Powerful relics add variety and scoring options
Cons
  • Steep learning curve for new players
  • Complexity may overwhelm casual gamers
  • Balancing of relics/icons could be inconsistent
Thematic elements
  • Ambition, timing, planning under time pressure
  • Abstract puzzle world, card drafting with reverse resolution
  • Strategic, brain-teasing puzzle with escalating ambition and time constraints
Comparison games
  • Catacombs
Mechanics (from transcript analysis)
  • card drafting — Players select cards into a line that will be resolved in reverse order.
  • Compound Scoring — The effects of cards are evaluated from last played to first, shaping scoring dynamics.
  • icon/resource collection — Resources and icons on cards contribute to scoring and trigger additional draws.
  • progression/tempo management — Players try to push for ambitious plays while balancing time to execute them.
  • relics/bonus cards — Relic cards grant powerful bonuses and influence early scoring depending on when drawn.
  • reverse-resolution scoring — The effects of cards are evaluated from last played to first, shaping scoring dynamics.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Far Away is definitely more in the category of what I would say gamers filler.
  • It's a lot of fun.
  • It's a lot of fun. It's got a huge push your luck thing.
  • definitely have demonstrated how to do very poorly in this game.
  • Nice.
References (from this video)
No references stored for this video.
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