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==Picking a Starting Hand==
==Starting Hand Strategy: Basic and Advanced Variants==


The starting cards will dictate the direction the player heads for the remainder of the game.
Faraway has '''2 variants''' that involve how you acquire your first cards: the '''basic variant''' where you are give a set of three you must play, and the '''advanced variant''' of being offered 5 cards, and you choose 3 to keep. In both cases, your first cards will set the strategy you should follow the rest of the game.  


When looking at your first three cards, or your first card to grab, getting a card with a Clue is important. However, you won't need more than two or three in the game.   
In the '''basic variant''', you will be given three cards to play with.  You should try to maximize possible points (fame) by choosing subsequent cards based on what options will increase your Fame (points). If you get 4 points for a certain color if you have 2 treasures, aim to choose cards with that exact treasure on that exact card color to maximize the Fame value of your choice.  And place the cards in ascending order as much as possible to increase how many bonus Sanctuary cards you have by the endYou lose possible points everytime you must place a lower value card after a higher value card.


A solid strategy is to choose 2 cards that give high fame or potential for it. Your third card should be lower than your other two and have a Clue.  
It is also important to try to get 2-3 clue cards near the beginning of the game to maximize your options when you earn Sanctuary cards at the end of each round.  You will probably end up with more clues that happen to be on cards you choose for other reason, but try to specifically choose cards *because* they have clues at the start of the game.


==Same Symbol Strategy==
'''Advanced Variant''' strategy:  You are offered 5 cards and must choose 3 to keep. It is best to choose ~two cards with high point value (>= 10), a fixed point value, a low number card (to get first choice on the next set of cards), and a at least one clue symbol.


Get two or all three cards that go after the same symbol. For example, a card that gives 4 fame points per uddu stone, another that gives 2 per uddu stone, and another that gives 3 per uddu stone. That equates to nine fame points for every card with a stone played after those.  
Also try to choose 2 or even 3 cards that score points (fame) for the same symbol, such as points for clues, treasure (Uddu stones, Goldlog Thistles, and Okiko Chimeras), colors….  These will multiply the value of later card choices.  


==Collecting symbols (for pre-requisites)==
==Collecting Symbols for Prerequisites==


Cards that have a diverse range of pre-requisites (at least in the beginning) are OK. It's not that hard to get them all. For example, the player may get one card that gives 15 fame but requires two okiko heads + a thistle, and another card that gives 12 fame and requires a thistle + two stones.  
Cards that have a many different prerequisites are fine - at least in the beginning. It's not that hard to get them all fulfilled. For example, you may get one card that yields 15 fame points if you have 2 okiko chimeras + 1 goldlog thistle, and another card that yields 12 fame points if you have 1 thistle + 2 uddu stones. That's five symbols in total (reusing the thistle), which is absolutely doable, and often easier to achieve than, say, 3 thistles and nothing else.  


NOTE: Stone is the most common symbol. Thistle is the least common.
'''NOTE:''' The uddu stone is the most common of the three wonder symbols. The goldlog thistle is the least common.


Symbols on Sanctuaries apply to every card. Most of the symbols needed to fulfill requirements should come from Sanctuaries. Try to get between 6-7 per game.  
Symbols on sanctuaries apply to every card. Most of the symbols needed to fulfill prerequisites should come from sanctuaries. Try to get between 5 and 7 per game. Considering that a game lasts 8 rounds and you can't get a sanctuary on the first round, that means only having 0 to 2 breaks in your streak of ascending cards.  


==Choosing Cards to Play==
==Choosing Cards to Play==


Playing cards in order of lowest to highest (determined by the exploration number at the top left) gives the player more time to search for Sanctuaries, which are crucial for obtaining victory.  
Playing cards in ascending order gives you more opportunities to search for sanctuaries, which are crucial for obtaining victory - and there are no bad sanctuaries. Just some that might not fit your strategy. Play cards with clues early on to receive a better selection of sanctuaries. Ideally, play a card with a clue and a low number as your first card to maximize those chances. When in doubt, prioritize the clue, as having a choice between two sanctuaries yields significantly better results than just pure luck of the draw, and since the higher cards with clues also tend to have complex prerequisites, which you want to have ample time / cards to fulfill.  


Play cards with Clues early on. This allows the player to receive a better selection of Sanctuaries. Ideally, play a card with a Clue and a low number first to maximize those chances. That means you can only afford to play a lower card than the previous card once or twice.
Later, try to stick to the ascending order unless a card will greatly benefit from being played earlier (such as, for example, cards scoring based on sets of the 4 colors). Weigh this against the average sanctuary (that you will not get if you break your streak), which is perhaps worth somewhere around 5 fame points.  


Don't focus on playing cards that give symbols for past requirements instead of cards that score highly. By the end of the game, Sanctuaries should provide the symbols needed.  
Don't focus too much on playing cards to fulfill the prerequisites of previous cards. Focus instead on cards that score many fame points. The symbols on your sanctuaries should take care of most of the prerequisites. Also, don't blindly try to fulfill every last prerequisite just out of principle. You'll exhaust yourself and miss opportunities to pivot. Always think about the potential reward first.  


Playing high-value cards early on allows the player to place 5-7 other cards in front that will have the requirements that the card needs. Consider if the high fame card has a symbol that could be used for one of your other cards. This is especially true for symbols that can be acquired via Sanctuaries.
==Picking Sanctuaries==


Higher exploration duration cards provide the most points, so the longer your journey takes, the more fame you'll get.
Symbols on sanctuaries apply to every card. This can be especially helpful for the last few cards you play, and can allow you to play cards with high fame yield even at the end (where they will likely fit your streak best, as cards with high fame potential also tend to have a high number).


Play your starting cards in order from shortest to longest duration, unless one card will greatly benefit from being played earlier. If you have a card that scores based on all four regions being played, that card should usually be played first, then the other two lower cards.  
Scoring options on sanctuaries take all cards into consideration, but the scoring options mostly aren't very powerful. Pick a sanctuary with a scoring option if it has a symbol you want as well, or if it yields 2 points per a symbol that you are already focused on.


==Clues==
There are sanctuaries as well as regions that score for having sets of the 4 colors. If you're playing the base game without expansions, all other things being equal, choose a sanctuary with a color. Having sanctuaries of a couple of different colors can make color-set-based scoring conditions much more effective, even towards the end. If you're playing with the "People From Below" expansion, this is not a hard and fast rule anymore, since the expansion also introduces scoring based on colorless cards.
 
Clues help the player find the right Sanctuary. Having just one clue early on will be a massive help. Having two Sanctuaries to choose from is better than getting one randomly.
 
You only need to get one or two at the start. Chances are, you will naturally get a few more Clues in the future. Not focusing on them after the beginning of the game enables the player to get higher fame cards.
 
==Sanctuaries==
 
Sanctuaries are crucial for success. Try to get between 6-7 per game.
 
Symbols on sanctuaries apply to every card, which can be especially helpful for cards played seventh and eighth.
 
Both Sanctuaries and Regions have cards that score for having one of each of the four regions. All other things being equal, choose a Sanctuary with a color. Having all four regions in your Sanctuaries means that even the last card can gain points.

Latest revision as of 19:16, 24 February 2026

Starting Hand Strategy: Basic and Advanced Variants

Faraway has 2 variants that involve how you acquire your first cards: the basic variant where you are give a set of three you must play, and the advanced variant of being offered 5 cards, and you choose 3 to keep. In both cases, your first cards will set the strategy you should follow the rest of the game.

In the basic variant, you will be given three cards to play with. You should try to maximize possible points (fame) by choosing subsequent cards based on what options will increase your Fame (points). If you get 4 points for a certain color if you have 2 treasures, aim to choose cards with that exact treasure on that exact card color to maximize the Fame value of your choice.  And place the cards in ascending order as much as possible to increase how many bonus Sanctuary cards you have by the end. You lose possible points everytime you must place a lower value card after a higher value card.

It is also important to try to get 2-3 clue cards near the beginning of the game to maximize your options when you earn Sanctuary cards at the end of each round.  You will probably end up with more clues that happen to be on cards you choose for other reason, but try to specifically choose cards *because* they have clues at the start of the game.

Advanced Variant strategy:  You are offered 5 cards and must choose 3 to keep. It is best to choose ~two cards with high point value (>= 10), a fixed point value, a low number card (to get first choice on the next set of cards), and a at least one clue symbol.

Also try to choose 2 or even 3 cards that score points (fame) for the same symbol, such as points for clues, treasure (Uddu stones, Goldlog Thistles, and Okiko Chimeras), colors….  These will multiply the value of later card choices.

Collecting Symbols for Prerequisites

Cards that have a many different prerequisites are fine - at least in the beginning. It's not that hard to get them all fulfilled. For example, you may get one card that yields 15 fame points if you have 2 okiko chimeras + 1 goldlog thistle, and another card that yields 12 fame points if you have 1 thistle + 2 uddu stones. That's five symbols in total (reusing the thistle), which is absolutely doable, and often easier to achieve than, say, 3 thistles and nothing else.

NOTE: The uddu stone is the most common of the three wonder symbols. The goldlog thistle is the least common.

Symbols on sanctuaries apply to every card. Most of the symbols needed to fulfill prerequisites should come from sanctuaries. Try to get between 5 and 7 per game. Considering that a game lasts 8 rounds and you can't get a sanctuary on the first round, that means only having 0 to 2 breaks in your streak of ascending cards.

Choosing Cards to Play

Playing cards in ascending order gives you more opportunities to search for sanctuaries, which are crucial for obtaining victory - and there are no bad sanctuaries. Just some that might not fit your strategy. Play cards with clues early on to receive a better selection of sanctuaries. Ideally, play a card with a clue and a low number as your first card to maximize those chances. When in doubt, prioritize the clue, as having a choice between two sanctuaries yields significantly better results than just pure luck of the draw, and since the higher cards with clues also tend to have complex prerequisites, which you want to have ample time / cards to fulfill.

Later, try to stick to the ascending order unless a card will greatly benefit from being played earlier (such as, for example, cards scoring based on sets of the 4 colors). Weigh this against the average sanctuary (that you will not get if you break your streak), which is perhaps worth somewhere around 5 fame points.

Don't focus too much on playing cards to fulfill the prerequisites of previous cards. Focus instead on cards that score many fame points. The symbols on your sanctuaries should take care of most of the prerequisites. Also, don't blindly try to fulfill every last prerequisite just out of principle. You'll exhaust yourself and miss opportunities to pivot. Always think about the potential reward first.

Picking Sanctuaries

Symbols on sanctuaries apply to every card. This can be especially helpful for the last few cards you play, and can allow you to play cards with high fame yield even at the end (where they will likely fit your streak best, as cards with high fame potential also tend to have a high number).

Scoring options on sanctuaries take all cards into consideration, but the scoring options mostly aren't very powerful. Pick a sanctuary with a scoring option if it has a symbol you want as well, or if it yields 2 points per a symbol that you are already focused on.

There are sanctuaries as well as regions that score for having sets of the 4 colors. If you're playing the base game without expansions, all other things being equal, choose a sanctuary with a color. Having sanctuaries of a couple of different colors can make color-set-based scoring conditions much more effective, even towards the end. If you're playing with the "People From Below" expansion, this is not a hard and fast rule anymore, since the expansion also introduces scoring based on colorless cards.