Faraway rules: how to play and how to score
Reviewed on 8 October 2026 against the publisher’s rulebook. How we check
Faraway plays 2 to 6 players over 8 turns: you build a row of Regions, then score your quests backward, from the last card to the first. Here are the essential rules, setup and scoring, based on the official rulebook.
- Players
- 2 to 6
- Play time
- About 20 minutes
- Winner
- Most fame; on a tie, the lowest-numbered Region
Faraway quick rules
- The goal
- You explore a mysterious continent over eight turns. Each turn, you play a Region card to the right of the previous one, building a row of eight cards. At the bottom of each Region, an inhabitant offers a quest that earns fame at the end. The key idea: at the end, you score the cards backward, from the last one played to the first.
- Reading a Region card
- At the top, a big number from 1 to 68, each unique, shows the exploration duration. Each Region is blue, red, green or yellow, and a moon around the number marks a night exploration. Some show wonders (uddu stone, chimera, thistle), others a Clue, which helps you find Sanctuaries. The quest is at the very bottom.
- Playing a Region
- You always have three Region cards in hand. At the start of the turn, everyone secretly picks a card and places it face down, then all are revealed at once. Play your card to the right of the ones you’ve already played.
- Finding a Sanctuary
- Compare your new card with the Region you played last turn: if its number is higher, you find a Sanctuary. You get one Sanctuary card, plus one per Clue in your tableau, and keep only one. A Sanctuary can bring wonders, a Clue, a night exploration, and sometimes its own quest. Nobody finds one on the first turn.
- The display
- The display shows one more Region than the number of players. Players visit it one at a time, from the lowest number played this turn to the highest: take a Region to get back to three cards, then place your Sanctuary if you found one. A low number picks first, a high number finds Sanctuaries. On the eighth turn, nobody takes a Region.
- The quests
- A quest earns fixed fame, or points per element: each wonder, each card of a color, each night exploration, each Clue or each set of the four colors. Some have a condition, wonders drawn above the points: if it isn’t met at scoring, the quest scores zero. One wonder can count for several quests.
- Scoring
- After the eighth turn, flip your Regions face down, leaving your Sanctuaries face up. Reveal them one by one starting from the last one played, on the far right: each quest counts what’s visible at that moment, itself, the Regions already revealed and all your Sanctuaries. Then add your Sanctuary quests. On a tie, the lowest-numbered Region wins.
- Beginner traps
- Playing a greedy quest too late: at the end of the row, it will see almost nothing. Comparing your new card with your biggest card to find a Sanctuary: you only compare with last turn’s Region. And forgetting your Sanctuaries at scoring: they count for every quest.
How to score Faraway
- Region 8
- Your last Region played, on the far right: it’s scored first and sees only itself and your Sanctuaries.
- Regions 7 to 2
- Score them one by one, from right to left: each sees the Regions already revealed to its right, plus your Sanctuaries.
- Region 1
- Your first Region played, on the far left: scored last, it sees all 8 of your Regions.
- Sanctuaries
- The quests on your Sanctuaries, scored once all the Regions are revealed.
- Tie-breaker
- On a tie, the player with the lowest-numbered Region wins.
Worked example
Emma reveals her Regions from 8 to 1: 0, 3, 4, 0, 6, 8, 5 and 10 fame, so 36. Her Sanctuaries score 7: 36 + 7 = 43 fame.
Common mistakes
- Scoring Regions from left to right: each quest only sees what’s already revealed to its right.
- Forgetting Sanctuaries, visible to every quest, including the last Region’s.
- Scoring a quest whose condition isn’t met: it’s worth zero.
- Thinking a wonder counts only once: it counts for every quest that sees it.
How to set up Faraway
Setup takes about 2 minutes. For your first game, play without the advanced variant.
The Regions
- Shuffle the 68 Region cards.
- Deal 3 Region cards face down to each player.Everyone looks at theirs without showing them. Advanced variant: deal 5 cards; each player keeps 3 and discards the other 2 face down.
- Advanced variant only: shuffle the discarded cards back into the deck.Before revealing the display.
- Put the rest of the Region cards in a face-down draw pile in the middle of the table.
The display
- Next to the draw pile, reveal one more Region card than the number of players: this is the display.3 cards with 2 players, 4 with 3, 5 with 4, 6 with 5, 7 with 6. A new display is revealed each turn.
The Sanctuaries
- Shuffle the 45 Sanctuary cards.
- Put them in a face-down draw pile, next to the Region draw pile.
Each player
- Keep room in front of you for a row of 8 cards.You’ll play one Region per turn, from left to right. The order you play them in matters for final scoring.
- Set aside a spot next to it for your Sanctuaries.They stay face up all game long, even during scoring. There’s no first player: everyone plays their card at the same time.
Frequently asked questions
How many cards do you start with in Faraway?
3 Region cards each, and the display shows one more than the number of players. You get back to 3 cards each time you visit the display.
How do you find a Sanctuary in Faraway?
Your new Region must have a higher number than the one you played last turn. You then draw 1 Sanctuary card, plus 1 per Clue, and keep one.
Which way do you score in Faraway?
Backward: from the last Region played, on the far right, to the first. Each quest sees only the Regions already revealed and your Sanctuaries.
Ludingo’s Faraway sheet was last reviewed on 8 October 2026, based on: rulebook (PDF), BoardGameGeek.