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Faraway box art

Faraway

Game ID: GID0123185
Game Info
Year
2023
Players
2-6
Age
8+
Playtime
15 min
Collection
Ratings
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: 92
This page: 42
Sentiment: pos 34 · mix 3 · neu 3 · neg 0
Mentions per page
Showing 51–92 of 92
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 6ujkiN6Y_wk Board Of It Top 10 List at 40:30 sentiment: positive
video_pk 36579 · mention_pk 211365
Board Of It - Faraway video thumbnail
Click to watch at 40:30 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • compact footprint with deep scoring decisions
  • high replayability with different setups
Cons
  • not everyone will enjoy the right-to-left scoring reveal
Thematic elements
  • light, abstract scoring tableau
  • tableau-building with a central marketplace
  • quick, bite-sized decisions
Comparison games
none
Mechanics (from transcript analysis)
  • flip-right-to-left scoring — end-game scoring reveals cards from right to left
  • Tableau Building — take a card from the marketplace, place in line, score by future visibility
  • tableau building / card drafting — take a card from the marketplace, place in line, score by future visibility
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I think we both found this year quite difficult.
  • rough list, but yeah.
  • Skull King is iconic.
  • Sweet Lands is the best game that we've played this year.
References (from this video)
No references stored for this video.
Video KiGJ2PX1q2k The Board Game Garden Discussion at 11:40 sentiment: positive
video_pk 35977 · mention_pk 107734
The Board Game Garden - Faraway video thumbnail
Click to watch at 11:40 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • engaging cooperative experience
Cons
  • may be heavy for some players
Thematic elements
  • cooperative puzzle
  • varied distant scenarios
Comparison games
none
Mechanics (from transcript analysis)
  • Cooperative Game — Players collaborate to achieve a common objective under constraints.
  • cooperative puzzle solving — Players collaborate to achieve a common objective under constraints.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • May the 4th be with you.
  • it's kind of like gamma in Canada, and it's for content creators as well as like board game industry people designers.
  • remember you are somebody's reason to smile.
  • it's such a fun weekend and I had the time of my life.
  • I really want to get a copy of spots cuz it's very fun.
  • Nana is a card game from Japan but they recently came out with another version of it here in North America by Happy Camper Games called Trio if you see Trio I definitely recommend you pick it up
References (from this video)
No references stored for this video.
Video ZFgqydjouwg BoardGameCo Review at 0:01 sentiment: positive
video_pk 34539 · mention_pk 102862
BoardGameCo - Faraway video thumbnail
Click to watch at 0:01 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • strong tension in early and mid game decisions that rewards careful planning
  • a deliberately limited starter agent pool that creates meaningful tradeoffs and memorable moments
  • runestones provide scalable, recurring actions that can be optimized over the game
  • scenario-driven structure adds variety and helps with replayability when more scenarios are introduced
  • integration of deck-building with area control yields engaging, multi-axis gameplay
  • thematic coherence between district mechanics, bribes, and runestones enhances immersion
Cons
  • cards feel vanilla within the current scenario pool, which may limit depth and variety
  • replayability depends on scenario breadth; prototype phase means a limited card pool and scenarios
  • district lockouts can be frustrating in multiplayer due to timing and turn order
  • monster timing and randomness can occasionally skew outcomes in ways that feel less tied to player decisions
Thematic elements
  • Deck-building meets area control with a strong emphasis on tension, resource management, and modular, scenario-driven play.
  • A sprawling urban fantasy city with districts and alleys where criminal factions vie for power, using agents, runestones, and bribes to influence the board.
  • Scenario-driven, modular play that alters card interactions and district setups each session, creating evolving strategic targets.
Comparison games
  • Dominion
  • A Study in Emerald
Mechanics (from transcript analysis)
  • action resolution by card type — Cards determine which currencies (gold, power, archa) enable which actions, shaping early and late game choices.
  • archa mana and purchase — Archa is used to buy runestones or recruit new agents, integrating magical resources into deck-building progression.
  • Area Control — Agents are placed into districts and alleys by paying the matching currencies, driving area control scores at game end.
  • bribery and guards — Spend money to bribe guards in districts to gain bribe tokens, affecting control dynamics and endgame scoring opportunities.
  • combat with monsters — Power is spent to defeat monsters on the board; defeated monsters are removed and replaced with cards from the corresponding deck, altering future options.
  • Deck Building — Players start with a fixed 10-card starter deck and recruit new characters into their discard pile to upgrade their deck over time.
  • deck-building — Players start with a fixed 10-card starter deck and recruit new characters into their discard pile to upgrade their deck over time.
  • district and alley control — Agents are placed into districts and alleys by paying the matching currencies, driving area control scores at game end.
  • end-game scoring balance — Points accrue from district and alley control, runestones, and deck-induced scoring, encouraging multi-faceted strategies.
  • Multi-Use Cards — Cards determine which currencies (gold, power, archa) enable which actions, shaping early and late game choices.
  • recruitment and card costs — Recruit new agents by paying their gold costs; recruited cards enter the discard pile and later power up the player’s deck.
  • scenario-driven card pool — Each scenario reshuffles and mixes districts and card interactions, creating modular variability and different strategic pathways.
  • shattering runestones — Runestones can be shattered to gain a one-time ability, trading immediate power for longer-term strategic effects.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • There’s a decent amount of tension in the decisions you make in this game.
  • the cards are a little on the vanilla side.
  • this game has a scenario aspect to it, which is going to mix up the cards in play
  • the limited agent pool is one of my favorite things about the game
  • I think this is going to be a four out of five
  • There’s lots of things happening, but as far as the control aspect of it, it definitely had the same feeling for me
  • If everything on the table was the final game, it would be a four out of five
  • this is a prototype, there’s a lot of room for the final release to improve variety and depth
References (from this video)
No references stored for this video.
Video Byf5lmgcBPA Board Of It Review at 0:05 sentiment: positive
video_pk 34482 · mention_pk 102697
Board Of It - Faraway video thumbnail
Click to watch at 0:05 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Crunchy, highly decision-rich in a short playtime
  • Portable, small box ideal for travel
  • High variability due to multiple scoring conditions
  • Tension and strategic planning from managing symbols and sanctuaries
  • Interesting hate-drafting elements and blocking
  • Two-player dynamics remain engaging with risk/reward
  • Colorful components and accessible theme for families
  • Encourages forward planning while reacting to opponents' moves
Cons
  • Two-player game may be hardest to optimize due to limited display options
  • Symbol availability can feel random or unforgiving in some runs
  • Requires careful memory and sequencing; can be punishing if miscalculated
  • Some players may find the scoring system complex or dense within a short time
  • Reversing-scoring phase can be tricky to track during play
  • Not ideal for players who dislike planning-heavy euro-style games
Thematic elements
  • symbol matching and scoring
  • abstract tableau-building with symbols
  • procedural puzzle with escalating scoring and tight constraints
Comparison games
  • Cap of Europe
Mechanics (from transcript analysis)
  • Ascending value and sanctuary system — Playing higher-value cards yields sanctuary cards that provide symbols or scoring opportunities.
  • Card Drafting — Each round players choose one of three cards to play face down, then reveal, forming a left-to-right sequence.
  • Card drafting/selection — Each round players choose one of three cards to play face down, then reveal, forming a left-to-right sequence.
  • Compound Scoring — Scoring conditions require matching or collecting specific symbols across cards and sanctuary cards.
  • Hate drafting / denial of options — Players influence opponents by selecting cards to deny them key symbols or sanctuary opportunities.
  • player count scaling — The number of available display cards and options changes with player count, affecting strategy.
  • Reverse-scoring phase — After reveal, scoring proceeds from the rightmost card to the left, using only revealed and sanctuary cards.
  • Short, crunchy play — A compact game designed for about 15 minutes per session with tight decision space.
  • symbol-based scoring — Scoring conditions require matching or collecting specific symbols across cards and sanctuary cards.
  • Tableau Building — Cards are laid out left-to-right with scoring conditions determined by the rightmost cards and sanctuary bonuses.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • "it's a little Tableau builder"
  • "it's honestly genius"
  • "it's so crunchy in the decision space"
  • "a lovely little small box as well"
  • "about 15 minutes"
  • "the game is so tense in a way"
References (from this video)
No references stored for this video.
Video vfO9Pc5EclU JestaThaRogue Top 10 List at 25:26 sentiment: positive
video_pk 33555 · mention_pk 210347
JestaThaRogue - Faraway video thumbnail
Click to watch at 25:26 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • backwards scoring is fresh and forces forward planning
  • strong thematic artwork and interesting card interactions
Cons
  • backwards scoring is counterintuitive and may require explanation
Thematic elements
  • exploration, discovery, and storytelling backwards scoring
  • mysterious continent Allura; season-driven geography
  • journey narrative revealed in reverse order
Comparison games
none
Mechanics (from transcript analysis)
  • backwards_scoring — score cards in reverse order, with resources needed to unlock bonuses
  • Compound Scoring — score cards in reverse order, with resources needed to unlock bonuses
  • draft_and_reveal — draft eight cards and reveal them in a reverse scoring sequence
  • resource_influence — resources shown on map cards influence scoring bonuses
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The gameplay is straightforward, clear actions and logical flow.
  • This is a very good game. I am keeping it on the shelf.
  • Backwards scoring is fun and fresh and makes you plan ahead more than in many tableau games.
  • Don't just validate the card because you can.
  • The princess options will make every game play differently, which is true.
References (from this video)
No references stored for this video.
Video npoCVXVBZcA BoardGameCo Playthrough at 0:00 sentiment: positive
video_pk 33142 · mention_pk 98375
BoardGameCo - Faraway video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Strong engine with high interaction
  • Tight integration of deck-building and area control
  • Scenario variety boosts replayability
Cons
  • Complex rulebook and many interacting tokens
  • Prototype components may be confusing for some players
Thematic elements
  • deck-building engine tied to territorial control and corruption.
  • Urban fantasy crime city with districts, alleys, informants and monsters.
  • scenario-driven campaigns with evolving board state.
Comparison games
  • Dominion
Mechanics (from transcript analysis)
  • Area Control — Players compete to control districts and alleys for benefits and endgame points.
  • area_control — Players compete to control districts and alleys for benefits and endgame points.
  • combat_and_monsters — Defeat monsters/guards to power districts and gain endgame scoring.
  • Deck Building — Players upgrade their decks by acquiring agent cards and discarding weaker cards.
  • deck-building — Players upgrade their decks by acquiring agent cards and discarding weaker cards.
  • end_game_scoring — Points come from district control, cards in hand and tokens in play.
  • Resource Management — In-game currencies archa, power and gold are spent to perform actions.
  • resource_management — In-game currencies archa, power and gold are spent to perform actions.
  • scenario_driven_changes — Scenarios modify cards, zones and rules to alter play.
  • token_and_color_counters — Runestones, bribe tokens, and color tokens power actions and unlock effects.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is a deck-building game that has elements of area control as we try to build up our decks and take down the various things in our way.
  • Oh my gosh, that's such a good starting move. I love it.
  • I love the idea of that action. It's such a cool starting move.
  • This is a scenario driven game. That means there going to be some things that switch it up such as the cards in play, the various zones, uh the modifier for the runestones.
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 CXIR27sY5Lk Board Of It Top 20 List at 10:06 sentiment: positive
video_pk 31771 · mention_pk 93606
Board Of It - Faraway video thumbnail
Click to watch at 10:06 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • clever scoring backwards mechanic
  • portable and quick
  • family-friendly and bite-sized
Cons
  • lightweight; may lack depth for some players
Thematic elements
  • synergy and symbol-based scoring
  • lightweight family card drafting
Comparison games
none
Mechanics (from transcript analysis)
  • Card Drafting — players draft cards to form a tableau with synergies; timing affects scoring
  • Card drafting and tableau building — players draft cards to form a tableau with synergies; timing affects scoring
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's by far the best puzzle game we've played
  • the highs are highs and the lows are lows
  • it's a really brilliant package
  • negotiation makes it easier for people to get in
References (from this video)
No references stored for this video.
Video mLKlBoM-ZXc The Dice Tower Discussion at 21:51 sentiment: positive
video_pk 28990 · mention_pk 85189
The Dice Tower - Faraway video thumbnail
Click to watch at 21:51 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • strong modularity and scenario variety
  • eye-catching graphic design and thematic clarity
Cons
  • some may find the card borders a bit harsh at first glance
  • particular look may not appeal to all players
Thematic elements
  • deck-building with modular setups
  • city of Gateway inspired by a fantasy world
  • story-driven tabletop world with distinctive art
Comparison games
  • Core Discovery
  • Gateway Uprising (Simon Made)
Mechanics (from transcript analysis)
  • Deck Building — players build a developing engine through card acquisition
  • deck-building — players build a developing engine through card acquisition
  • Modular Board — setup and scenarios are interchangeable for variety
  • Modular scenarios — setup and scenarios are interchangeable for variety
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • In 1348, everything is worse.
  • This is a chance for you to jump into it.
  • It's own game. This is not a small version of Core Discovery. Yeah, it is a different game from Core Discovery and I think that's good.
  • This is a great entry point, but I do feel like there's a big barrier coming from the first edition.
  • Three parachutes, four desperate hijackers.
  • The combos of all these different really funky people like there's a cannibal and just wild stuff.
  • This is another big minis game.
  • Every card is a hard decision. Every action escalates the crisis.
References (from this video)
No references stored for this video.
Video 21cO1j0gxQ8 The Board Game Garden Top 100 List at 5:59 sentiment: positive
video_pk 28172 · mention_pk 82454
The Board Game Garden - Faraway video thumbnail
Click to watch at 5:59 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Great puzzle feel
  • Strong scalability to 2-6 players
Cons
none
Thematic elements
  • abstract puzzle
  • Card drafting in a line-building puzzle
Comparison games
  • Terraforming Mars (base) for broader drafting/line-building comparisons
Mechanics (from transcript analysis)
  • Card Drafting — Draft cards to build a scoring line; the order and placement affect scoring.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this game's very comforting to me I love a good roll and write
  • it's a brain burning game
  • it's a solo only game about making the perfect cup of coffee
  • the simultaneous action selection is everyone's going to pick a card
  • all about going out and discovering planets
  • I tried it out solo I did do a live stream of me playing this one solo
References (from this video)
No references stored for this video.
Video pgYSsH9FQx8 BoardGameGeek Review at 3:50 sentiment: mixed
video_pk 13794 · mention_pk 89528
BoardGameGeek - Faraway video thumbnail
Click to watch at 3:50 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
  • Innovative reverse scoring mechanism is brilliant
  • Clean, simple rules
  • Easy to teach
  • Elegant game design
  • Great art and presentation
  • 30 minutes per player gameplay
Cons
  • Rest of the game is dry and boring
  • Reverse scoring mechanism is hard to explain to new players
  • Takes multiple plays to understand
  • Hard to teach without prior explanation
Thematic elements
  • Card drafting and reverse scoring
  • Undefined, minimalist presentation
  • Abstract with elegant mechanics
Comparison games
none
Mechanics (from transcript analysis)
  • Card Drafting — Players draft 8 cards over the course of the game
  • Reverse scoring — Cards are scored in reverse order of play - last card played scores first
  • Set completion — Fulfill requirements shown on cards to score points
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Multiplayer blackjack in two words.
  • It's infectious fun and almost everybody enjoys it.
  • They just have to be mean sometimes to get what you want.
  • It's a really cool idea in a fairly standard game.
  • I really think Endeavor is amazing.
  • You so want to do so much and you cannot do everything each turn.
  • I could play Flip Seven with my entire family from age 7 to 87.
  • The reverse scoring is fantastic and brilliant.
  • I love the whole theme. I love the exploration. I love going deeper.
  • If you bring this to the US, give it a new name.
  • It's not approachable for casual family gaming.
  • The jury preferences have changed - they're not easy to predict.
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 cl3a1WZvJtE Going Analog Top List at 9:18 sentiment: positive
video_pk 10917 · mention_pk 119763
Going Analog - Faraway video thumbnail
Click to watch at 9:18 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Unique backwards scoring mechanic
  • Short playtime makes it great as a filler between heavier games
  • Solid variety and replayability in a small footprint
Cons
  • Can feel luck-influenced and dependent on card order
  • Some players may crave more consistent symbol distribution
Thematic elements
  • Exploration and questing with citizens and region cards
  • Lost continent of Alula; region exploration
  • quirky, adventurous, exploratory
Comparison games
  • Veil of Eternity
Mechanics (from transcript analysis)
  • Backward scoring / push-your-luck cadence — Scoring happens in reverse order, creating a tense push-your-luck dynamic.
  • Eight-card tableau and left-to-right play — You play eight region cards left to right, with scoring triggered from right to left.
  • Quests and citizens — Citizens provide quests; completing difficult quests yields points.
  • Region drafting and decisions — Drafting and placing region cards with decisions about timing and symbols.
  • Sanctuary cards — Small, flexible cards that grant symbols or scoring options and influence drafting.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's not terribly complicated but you get that same feel as more complicated games it's just really elegantly designed
  • the stone thing is so cool it's so weird is because it looks like a limitation and it almost feels initially like oh they didn't really think this through but then totally thought yeah
  • I absolutely love this game but if I had to pick something negative to say I think I've already played it a bunch and I'm starting to be familiar with the deck
  • the 3x3 grid like that alone ... that's a really cool idea of like having to pick which row and which column to trigger
  • it's a contender for my early game of the year
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 mQw_bode3Rk The Cardboard Herald Discussion at 7:54 sentiment: positive
video_pk 9132 · mention_pk 98693
The Cardboard Herald - Faraway video thumbnail
Click to watch at 7:54 · YouTube ↗
Overall sentiment (raw)
positive
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 think five shorts in the can is a momentum, it's going to be a priority.
  • The YouTube algorithm is fickle because we don't want to tailor our content to it, but we have to consider it.
  • PAX Unplugged could be a great place to do interviews, but we have to be mindful of publishers' time and not be overly intrusive.
  • Yokohama is a really interesting game with an interesting history, and I wanted to capture that in the review.
  • Desperate Oasis is a small game and the Shorts performed reasonably well for it.
References (from this video)
No references stored for this video.
Video qzHP6VMKCIw Our Family Plays Games Top List at 1:23 sentiment: positive
video_pk 8795 · mention_pk 122087
Our Family Plays Games - Faraway video thumbnail
Click to watch at 1:23 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Good gateway game for introducing new players
  • Family-friendly and accessible
Cons
  • Might feel light for experienced players
Thematic elements
Comparison games
  • Stone Age
Mechanics (from transcript analysis)
  • Dice Rolling — dice-based resource generation and action resolution
  • family- and gateway-oriented play — easy entry point for new players and families
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's a beautiful game
  • dice are mean
  • you gotta feed your birds
  • travel with it
  • it's a quintessential dice rolling game
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 10eRUyuije4 Board Stupid Discussion at 21:52
video_pk 7105 · mention_pk 80831
Board Stupid - Faraway video thumbnail
Click to watch at 21:52 · YouTube ↗
Pros
none
Cons
none
Thematic elements
Comparison games
  • Ark Nova
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this is the world's biggest board games expo and convention
  • the real FOMO
  • it's like the biggest shopping mall for board games all over the world
  • Far Away? Far Away. It's it's so fantastic.
  • you have to be there to be into it and speak about it
References (from this video)
No references stored for this video.
Video p6LJTsthqaY Foster the Meeple Top List at 1:51 sentiment: positive
video_pk 5410 · mention_pk 129361
Foster the Meeple - Faraway video thumbnail
Click to watch at 1:51 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • deep, thinky puzzle
  • strong solo-potential premise
Cons
  • potentially lower player interaction
Thematic elements
  • strategic sequencing and scoring interactions
  • futuristic planning environment with card drafting across rounds
  • abstract/puzzle-focused
Comparison games
none
Mechanics (from transcript analysis)
  • card drafting / sequencing — players build a row of cards with scoring that depends on the order cards are played; last card scored first
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • none of these games have like an official solo mode but I really wish that they did
  • I would play it way more if I could just play it by myself
  • I would love a solo mode for Fort
  • Hookie is one of my all-time favorite games
References (from this video)
No references stored for this video.
Video W2x3y1atNIM Going Analog Analysis at 27:30 sentiment: positive
video_pk 4930 · mention_pk 87048
Going Analog - Faraway video thumbnail
Click to watch at 27:30 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • quirky art
  • compact yet flavorful
Cons
  • somewhat abstract
Thematic elements
  • journey/drafting with quirky art
Comparison games
none
Mechanics (from transcript analysis)
  • Card Drafting — Drafts eight cards to score in a backwards fashion.
  • set-collection/scoring via icons — End-game scoring is determined by icons on placed cards.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • There will be only one topic. Only one.
  • We wanted to do our traditional deep dive into this year the 2025 American Tabletop Award winners, nominees, and recommended games.
  • To prevent conflicts of interest, we ask people who have any connection to a game … to not submit any game that they have a conflict of interest with during that nomination process.
  • The fundamental nature of taxonomic organization, right? There is no one rule that will satisfy every single person for where a game belongs in terms of like is it a good game for people that are getting into gaming?
References (from this video)
No references stored for this video.
Video HNQDJcL3WgA Rahdo Runs Through Top List at 0:18 sentiment: positive
video_pk 3507 · mention_pk 97911
Rahdo Runs Through - Faraway video thumbnail
Click to watch at 0:18 · YouTube ↗
Overall sentiment (raw)
positive
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)
  • 2023 was the greatest year in board game history for my tastes
  • Conveyor belts are my favorite board game mechanism period
  • This is a technological breakthrough for Games
  • The greatest bag building game of all time
  • Ode to the power and resiliency of Science and cooperation
  • Wall-to-wall optimism and an Ode to the power and resiliency of Science and cooperation
References (from this video)
No references stored for this video.
Video VQBA5LlihA0 3 Minute Board Games Discussion at 7:00 sentiment: positive
video_pk 2552 · mention_pk 121824
3 Minute Board Games - Faraway video thumbnail
Click to watch at 7:00 · YouTube ↗
Overall sentiment (raw)
positive_intent
Pros
  • Unique communication mechanic
  • Interesting dynamics
Cons
  • Overflowing box
  • Difficult packing
Thematic elements
  • exploration
  • planet
  • cooperative
  • communication
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the fastest-growing boardgame community in the world
  • I'm a big fan of Kitchen rush
  • why isn't this an everybody toy store this should be sold alongside uno
  • I think one of the best low-complexity games over the plate
  • my favorite board game reviewer is a channel called alas board games
  • so bloody good game
  • wow this is I should have played at ages ago
  • reckoners is really cool game
  • this is a fabulous looking game real-time submarine warfare game
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.
Video a0SKraGH-5U Going Analog Top List at 17:37 sentiment: positive
video_pk 467 · mention_pk 85273
Going Analog - Faraway video thumbnail
Click to watch at 17:37 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • beautiful art
  • unique vibe
Cons
  • abstract feel may not appeal to all
Thematic elements
  • colorful, otherworldly culture; cartoony yet surreal
  • Abstract pattern-drafting
  • playful and artistic
Comparison games
  • River of Gold
Mechanics (from transcript analysis)
  • pattern drafting — Draft patterns and arrange to score based on patterns in a spatial puzzle.
  • set collection / scoring — Collect patterns and score via symbolic scoring.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's just so much fun
  • the timer actually starts and they like times up
  • this is my perfect middleweight euro
References (from this video)
No references stored for this video.
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