Four wanderers search for the Last Ruin, a city that legends say contains an artifact that will grant the greatest desires of the heart. A lost love, redemption, acceptance, a family rejoined-- these are the fires that fuel the wanderers' journeys, but can they overcome their own greed and inner demons on the way?
In Near and Far, you and up to three friends explore many different maps in a search for the Last Ruin, recruiting adventurers, hunting for treasure, and competing to be the most storied traveler. You must collect food and equipment at town for long journeys to mysterious locales, making sure not to forget enough weapons to fight off bandits, living statues, and rusty robots! Sometimes in your travels you'll run into something unique and one of your friends will read what happens to you from a book of stories, giving you a choice of how to react, creating a new and memorable tale each time you play.
Near and Far is a sequel to Above and Below and includes a book of encounters. This time players read over ten game sessions to reach the end of the story. Each chapter is played on a completely new map with unique art and adventures.
Answer the call of the ruins and begin your journey.
Errata
- Already wonderfully wholesome
- Unique fantasy world
- Vibrant characters
- Excellent artwork by Ryan Locket
- Perfect for children as-is
- Recipe for financial success
- Exploration and storytelling
- Fantasy world
- wholesome adventure
- My Little Scythe
Mechanics (from transcript analysis)
- exploration — Discovering and exploring a unique fantasy world
- Storytelling — Engaging narrative through gameplay
Video topics + discussion points
Quotes (from this video)
- the most fun part is building the castle itself
- kids love hearing the same stories over and over
- a giant space exploration game with ships like this I doubt I would have left the house for at least a year
- the vicious politics of 18th century New York translated exceedingly well to the average American high school
- if any game out there needs a kid-friendly version its Kingdom death monster
- a wonderfully wholesome game already but a kids version of this game would be amazing
References (from this video)
- Strong narrative resonance and character flavor
- Beautiful artwork supporting world-building
- Encourages storytelling through game design
- Standalone feel of dice/engine can be lighter for some
- Less emphasis on harsh consequences than heavier games
- Adventure, exploration, and personal journeys
- Expeditionary exploration with character-driven storytelling
- Story-forward with character-driven arcs
- Above and Below
- Empires of the Void II
- Robinson Crusoe
Mechanics (from transcript analysis)
- Character tiles with personality and flavor — Each character adds specific flavor and choices
- Story-driven exploration — Character-driven choices shape adventure outcomes
Video topics + discussion points
Quotes (from this video)
- when I'm in the game I want to feel like the game itself has a mind of its own and it is operating like its own organism
- experience is one of the most important things to me about any game no matter what it is
- these event cards don't poke you with a stick directly but what they do is they create some sort of event that is going on in the universe based on that planet
- the game feel alive
References (from this video)
- Story and euro mechanics work equally (50/50)
- Better integration of story than Above and Below
- Multiple campaign options (free act, 11 act story)
- Arcade mode is better than Above and Below entirely
- Multiple play styles available
- Better player engagement
- Tension over board space management
- More complex than Above and Below
- Some people still prefer Above and Below
- exploration
- adventure
- story-driven gameplay
- atlas exploration
- Above and Below
- Now or Never
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
- Strong narrative integration
- Beautiful art by Ryan Laukat
- Emerald Edition enhances replayability
- Can be long and weighty for casual players
- Some rule explanations can be dense
- Adventure, exploration, caravan economy
- Expedition across a fantasy world in search of a fortune
- Story-driven campaign with branching narrative
- Above and Below
- Sleeping Gods
- Megaland
Mechanics (from transcript analysis)
- Campaign progression — Narrative-driven campaign with choices affecting future gameplay
- Resource management — Gather resources to travel and build tools for exploration
- Worker/turn action system — Select actions to explore, trade, and upgrade your caravan
Video topics + discussion points
Quotes (from this video)
- "Emerald Edition this is a must have for Ryan Laukat fans"
- "promo cards for some of Ryan's most popular games"
- "check out my channel to see me play some of Ryan's games"
References (from this video)
- Immersive storybook narrative paired with a solid Euro framework
- Beautiful, cohesive art and high-quality components
- Multiple play modes (intro, campaign, character, arcade) add variety and replayability
- Atlas/map variety creates different play experiences each session
- Storytelling is well written and engaging; recurring villains and overarching plot add continuity
- Strong value proposition through many possible play sessions and maps
- Can be time-consuming, especially in multi-map campaigns
- Downtime can be lengthy between adventuring turns, particularly with more players
- Quest supply can run dry, slowing progress and shifting focus back to euro mechanics
- Reading and referencing the storybook frequently can interrupt flow
- Pacing shifts mid-game from story-driven to euro mechanics, which can feel uneven
- Exploration and narrative-driven questing with character progression, recurring narrative arcs, and a blend of storybook storytelling with Euro-style mechanics.
- A broad, atlas-style fantasy world with alternating maps and towns explored through a shared storytelling frame; the journey unfolds as you read from a book of stories and travel across maps via the Atlas.
- Branching quest lines tied to a larger overarching plot, with episodic storytelling that evolves through campaign-style progression and individual character arcs.
- Above and Below
- Pandemic Legacy
Mechanics (from transcript analysis)
- Arcade mode with card-based scenarios — A faster, standalone mode using a deck of scenario cards that offer two outcomes each, designed for shorter play sessions without reading the full storybook.
- Atlas maps and book of stories — Each play uses a different map from a scalable atlas; players progress through storylines by reading quest lines and making story-appropriate choices.
- Campaign mode progression — A multi-map campaign that tallies points, levels up a character, and unlocks new abilities over the course of maps, culminating in a final map and a grand outcome.
- Character mode with defined quests — Play as one of pre-built characters across three or more maps, each with its own unique quests and challenges tied to that character’s storyline.
- Downtime management and pacing — Across players, turns can vary in length; some turns are lengthy (adventuring turns), while others are brief (town actions).
- Quest tokens and resource management — Quest tokens are limited and coveted; players must balance gathering coins, gems, artifacts, and other resources to fuel quests and scoring.
- Town board work placement — Players place their meeples on a town board to perform actions such as recruiting adventurers, gathering supplies, and preparing for ventures.
- Two-path quest resolution — Quests present players with two outcomes; choices affect rewards and progression, mirroring narrative-driven resolution with a touch of randomness.
Video topics + discussion points
Quotes (from this video)
- Near and Far can be played in four different modes.
- I highly highly recommend you start off with the intro adventure.
- Arcade mode is actually better than I expected because you don't get the storybook but you still get a scenario with two different outcomes and you can read it as opposed to searching through the book.
- The art and components are great; the map is colorful, a town board looks nice, your adventurers you can recruit all that really like cool and different.
- I like the fact it's only three maps so you don't have to commit ages to finish the entire campaign; arcade mode is pretty good for quicker games.
References (from this video)
- Anchors a major shelf-avoidant mindset; speaker hopes to play and cover on channel
- Listed among unplayed games; no concrete plan described for completion
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Kia ora Lotou and welcome to my shelf of Shame update for July 2019
- it's ballooned up to about 25 at the moment
- this is the mechanically most complex game in the set
- I really should give it at least one go over
- this ties into that whole getting a campaign together exactly we want it to play the whole damn thing
References (from this video)
- Really good game
- Upgrade over Above and Below
- Beautiful artwork by Ryan Laukat
- Nice simple experience
- Pleasant gameplay
- Gorgeous production
- Campaign format hard to complete
- Hasn't been played recently
- Requires long-term commitment
- Fell off top 100
- Storybook adventure with Euro mechanics
- Adventure and exploration
- Story-driven campaign
- Above and Below
- Sleeping Gods
Mechanics (from transcript analysis)
- Atlas system — Book with atlas used to navigate quests
- Campaign play — 12-game campaign to complete or standalone arcade mode
- Card-driven story — Storybook encounters
- Crew building — Gather crew and equip with gear for quests
Video topics + discussion points
Quotes (from this video)
- it's just like falling off it's just literally there are 100 better games in it
- Small Islands uh this is the one that i've been saying is a replacement for carcassonne
- way too complicated for its own good
- it is one of the most beautiful games in existence
- i still think five tribes is better than yamatai
- nations is still my preference to fruity ages in terms of playing a physical game
- really good negotiation game
- great teamwork cooperative very cool
- this is a really good solo
- the deductions are really hard it's a really tough one to do
- it's oh it's a mind bender gorgeous looking
- reef is still a really cool game
- azul is only that good at two player
- near and far still really good
- there's no reason to play that one if you have near and far
References (from this video)
- beautiful art and worldbuilding
- solid campaign structure
- story feels disjointed; mechanics underpinning narrative feel shallow
- narrative-driven travel and adventure
- campaign map exploration
- episodic quests with story text
- If You See Red Raven’s other titles
Mechanics (from transcript analysis)
- Campaign progression — quests and reputation driving a continuing story
Video topics + discussion points
Quotes (from this video)
- This is obviously an S tier game.
- I'm combining a few Clank games here, but they're all A tier.
- I hate Kingdom Death Monster. I hate it.
- This is an easy A tier game.
- This is an S tier game.
- Don't yuck yums.
References (from this video)
- Rich storytelling and beautiful artwork
- Accessible entry point into Euro-style campaigns
- Campaign structure encourages ongoing play
- Limited replayability since locations are fixed per visit
- Production value drives cost and table space
- Storytelling and adventure across varied locations
- Narrative-driven exploration with a map book
- Campaign-style storytelling with location-based episodes
Mechanics (from transcript analysis)
- Campaign/storybook exploration — A big book of maps provides evolving locations and stories
- Location-based storytelling — Locations interconnect to weave a coherent narrative
Video topics + discussion points
Quotes (from this video)
- production value was so beautiful I had to have it
- it's expensive but I'll tell you it's worth every penny
- the neoprene mat with squares cut out in it that correspond to all these different skills
- I love push your luck games gambling I love gambling I love push your luck
- the location stories are tied to that location once you do them they're gone
- we love everything about it we love the storytelling aspect we love the artwork
References (from this video)
- Host loves the look and earlier games
- Campaign games are hard to commit to
- Host played 1/3 way and had to stop
- Missed sequel play-throughs
- Campaign-based
- Adventure exploration
Mechanics (from transcript analysis)
- Campaign — Multi-game campaign structure
Video topics + discussion points
Quotes (from this video)
- I used to call this a shelf of shame that was a pretty common thing to call it back in the day and I don't never really liked that term because I don't feel shame that I haven't got to these games
- this is mostly work like this is just a backload of things I probably should get to
- people will still be looking for it
- it doesn't matter if the game is like 20 years old people will still be looking for it
- I've painted this one and I spent a lot of time doing it
- there's no point putting them on the channel I think both of them have been out of print for like a decade
- one of the worst kickstarters by one of the worst studios in board gaming history
- Golden Bell Studios did everything wrong you could possibly think of
- purely toxic company run by incredibly terrible people
- it would be kind of a joke that I'd be able to do a three minute video of feudum
- this game has a tutorial video online that's like 40 minutes long
- The Rose explanation video feels like a parody but it's actually how the game is played
- nothing personally to me puts me off playing a game that then sitting down unboxing it and having a craft assignment
- stop making me spend hours assembling your damn games
- this is an uncontrollable mess right now
- I'm a full-time dad and I'm really doing this in the evenings
- I have a finite space and also it just puts pressure and stress on me having a whole bunch of crap there that I know I'm not going to get to
- I'm going to do a big cull
- I will be published by this company but that doesn't mean I'm going to be slavishly devoted to every single game they put out
- I am a sucker for cute animal games like I really am
References (from this video)
- Campaign gameplay
- Narrative focus
- Long campaign commitment
- adventure
- campaign
- storytelling
- Empires of the Word
- Above and Below
Mechanics (from transcript analysis)
Video topics + discussion points
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)
- Diverse character representation
- Fantasy
- Travel