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Faraway Packs a Surprising Amount of Game Into a Deck of Cards

Rating: 4 / 5

Box art for Faraway showing a stylized illustrated landscape with warm gradient colors and distant travelers

I picked this up expecting a light filler and got something with real teeth once you’re a few plays in. The core loop is simple to state, play a card face up or face down, face down cards you can flip later at a cost, and every card’s ability triggers off specific colors or symbols already showing on your tableau, so the actual skill is sequencing, building toward combos that only work if the right cards are already out when you need them. Teachability is genuinely excellent, I had it explained and running with new players in under ten minutes, the cards mostly explain themselves once you’ve seen one full round.

The thing that got me past “cute filler” into “this stays in the rotation” is how much the face-down mechanic changes your read of the table, a card played face down is a bet, information you’re withholding at the cost of flexibility, and reading whether an opponent is bluffing a strong flip later became the actual game for our group faster than I expected from a box this small. Two player works better than most card drafts this size, the tighter tableau interactions actually read more clearly with fewer cards in play, which isn’t something I say about small-box games very often.

Component-wise it’s simple, cards and a scorepad, no clack to speak of here since there’s nothing chunky in the box, but the card stock itself has a nice weight to it, holds up to shuffling. My only real knock is that the legendary-tier cards you can build toward feel a little swingy if one player pulls off a huge combo turn while another whiffs, a couple of games have ended lopsided in a way that stung. Still, for what it is, a deck of cards and a scorepad, this punches well above its size.

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