Board Game

Faraway

★★★★☆

February 4, 2026 · by Colin Merritt

Cover art for Faraway

Small box, fifteen to twenty minutes, and it took me two full plays before I actually understood why it’s good, which for a filler game is either a red flag or the whole point depending on how it lands for you. It landed for me.

Here’s the twist that makes it work. You build a line of eight cards left to right over the course of the game, one per round, and when you’re done you flip your whole tableau face down and score it from right to left instead. So the cards you played last, the ones you had the most information about when you placed them, are the ones that get evaluated first, and your very first card, the one you placed basically blind, is scored dead last with the least context. It inverts your instincts completely. You want to front-load your strongest, most flexible plays and back-load the risky ones, which is the opposite of how you’d normally build toward something.

Setup is nothing, deal a market row and go, and teardown is a box close. This is the game I bring when I want something between two heavier plays or when someone’s still finishing a drink and we need twenty minutes to fill. It doesn’t overstay.

Two players is genuinely where I think it’s best, tight enough that you’re paying real attention to what the other person’s leaving in the market for you. At higher counts the drafting gets a little more chaotic and a little less readable, still fine, just not as sharp. Art’s genuinely striking too, mushroom-forest, slightly witchy color palette, better than a filler this size usually bothers with. It’s not going to replace anything heavy on my shelf, it was never trying to, but as a resilient little brain-teaser I keep coming back to it more than I expected to when I first picked it up.