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| {{DISPLAYTITLE:Tips for playing Faraway}}
| | ==Picking a Starting Hand== |
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| '''Strategy for Picking a Starting Hand - 5 Cards (Advanced Variant):'''
| | The starting cards will dictate the direction the player heads for the remainder of the game. |
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| Note: A normal game is played with a 3-cards starting hand that is automatically drawed for the player. In the advanced variant the player gets five cards and discards down to three.
| | 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. |
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| Picking wisely is important, as cards in your hand will dictate the direction the player heads to, for the remainder of the game
| | 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. |
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| <u>Clues Importance</u>
| | ==Same Symbol Strategy== |
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| When looking at your first three cards, or your first card to grab after that, getting a card with a clue is pretty important. However, you won't need more than a couple to strategically acquire in the game.
| | 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. |
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| <u>Fame Card Strategy</u>
| | ==Collecting symbols (for pre-requisites)== |
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| <nowiki>*</nowiki>Fame Cards - A solid strategy is to choose 2 high fame cards into one's starting 3. There are a variety of fame cards, e.g., rewards 17 straight fame, rewards fame for certain wonders (symbols) - such as 4 fame points per clue symbol, or give the player 10 points per each set of 4 different regions collected. All this being said there are still ways to winning that don't require high fame cards in your starting three.
| | 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. |
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| <nowiki>*</nowiki>Your third card should be lower than your other two in terms of duration and should have a clue symbol.
| | NOTE: Stone is the most common symbol. Thistle is the least common. |
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| <u>Same Symbol Strategy</u>
| | 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. |
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| Another approach the player can take is to try and get two or even all three cards to go after the same symbol. So for example the player may get one card that gives 4 fame points per stone, another that gives 2 per stone, and another that gives 3 per stone. Going with those three cards means you'd get 9 fame points per stone played after those cards. But again, here the player have to look at their duration value as well as what symbols they provide to determine their order.
| | ==Choosing Cards to Play== |
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| | 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. |
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| '''Collecting symbols (for pre-requisites)'''
| | 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. |
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| Having cards that have a diverse range of pre-requisites is OK - At first the player might think that the player should only keep one of them since that is a lot of symbols and might be hard to get them all, but that's most likely not true. For example, the player may get one card that gives the player 15 fame but requires two chimera and a thistle, and another card that gives 12 fame but requires a thistle and two stones.
| | 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. |
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| There are two ways the player can get the symbols the player need, cards played that give the player symbols and sanctuaries (see below). '''NOTE: Stone is the most common, Thistle is the least common.'''
| | 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. |
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| Symbols on sanctuaries apply to every card. <u>Most of the symbols the player will need to fulfill each cards requirements should come from sanctuaries</u>. Try to get between 6-7 per game.
| | Higher exploration duration cards provide the most points, so the longer your journey takes, the more fame you'll get. |
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| | 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. |
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| '''Choosing cards to play:'''
| | ==Clues== |
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| Now that the player have your starting three cards the player now have to decide which one to play first. Look at duration value and symbols provided to determine order played.
| | 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. |
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| Playing your cards in order of shortest to longest (determined by the exploration number at the top left) gives the player more time to search for sanctuaries which are crucial for obtaining victory.
| | 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. |
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| | | ==Sanctuaries== |
| <nowiki>*</nowiki>Play cards with clues early on - With how important sanctuaries are the player are going to want to have a lot of options to choose from when the player get the chance. Having clues played allow the player to have a better chance of getting a sanctuary, as they get to choose.
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| <u>The player ideally wants to play a clue card with a low duration first to maximize the chances of getting a sanctuary.</u>
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| A rookie mistake is to focus too much on playing cards that gives the symbol to collect past requirements and forgo grabbing the high scoring cards - even though, by end of the game sanctuaries provide thee symbols needed. If the player chooses the high scoring card, chances are they will be able to succeed in fulfilling that card's requirements as well. To gain sanctuaries, the player must play cards sequentially higher in number to explore. '''That means that the player can only afford to play a card lower in duration than the previous card once or twice.'''
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| Playing high fame cards early on allows the player to place 5-7 other cards in front of it that will most likely have some or all of the requirements that card needs, however this is not always the best choice strategically. 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.
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| You'll gain more fame the longer your exploration takes so all the higher exploration duration cards provide the most points. Chances are at least one of your three cards has a high duration.
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| Play your cards carefully. Looking back on your starting three cards I often play them in order from shortest to longest duration unless one card will greatly benefit from being played earlier, take a card that scores based on all four regions being played for example. If that is the case, then I will often play that card first and then the other two lower cards I may play a few cards later depending on their duration value. It may be a risk that I won't get all the necessary required symbols if I play them too late, but hopefully sanctuaries and future cards will be enough.
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| '''Clues:'''
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| Clues help the player find the right sanctuary, which helps the player fulfil requirements. With how important sanctuaries are the player are going to want to have a lot of options to choose from when the player get the chance. Having clues played allow the player to have a better chance of getting a sanctuary.
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| Having just one clue early on is going to be a massive help. Being able to have two sanctuaries to choose from is far better than getting one randomly. Once the player has a clue or two that can sometimes be enough to help the player get all the sanctuaries the player need but obviously the more clues the player gets the better.
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| <u>Typically you can focus on getting only one or two clues.</u> Chances are the player will naturally get a few more from either cards or sanctuaries but not focusing on them after the beginning of the game enables the player to get more higher fame cards However, if the player doesn't get a card with a clue in your first three and the choice from the next three then the player needs to prioritize getting one as soon as possible. Unless the player have all of the required symbols the player need for your high fame cards early in the game, don't worry too much about it, but again, sanctuaries can still help the player score quite a bit on your last played cards. So the player are still going to benefit a lot from having 5-6 sanctuaries to choose from. Many times I have been on my 8th card that granted me a sanctuary and I was able to grab the perfect one I needed to get a ton of points because I had 6 cards to choose from.
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| Rookie mistake: For the longest time I undervalued the importance of clues. I have been in games where I basically didn't get any clues the entire game and I lost pretty bad.
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| There are Sanctuaries and point cards that score for having played clues so it doesn't hurt having a few clues for that reason as well.
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| '''Sanctuaries:'''
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| Sanctuaries are crucial for success. Try to get between 6-7 per game. | | Sanctuaries are crucial for success. Try to get between 6-7 per game. |
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| Symbols on sanctuaries apply to every card which can be especially helpful for cards that are played 7th and 8th. Many cards require symbols in order to score and the last thing the player want is to get to your 8th card and realize that your 15 fame card isn't going to score because the player didn't manage to get that thistle the player needed which costed the player the game. I have seen some games where a card worth a lot of fame was played last but it managed to score, because the sanctuaries provided the required symbols. | | Symbols on sanctuaries apply to every card, which can be especially helpful for cards played seventh and eighth. |
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| Sanctuary Color
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| There are both sanctuaries and cards which score a significant amount of points for having one of each of the four regions. When looking at which sanctuary to choose and the player have a few good options if the one that is colored vs being grey isn't quite as good as your other choice I would go with that one. '''Having all four regions in your sanctuaries means that even if the last card the player play is a card that scores for a full set of regions, the player get 10 points.'''
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| Sanctuaries allow the player to <u>pick up additional high scoring cards later in the game</u> while providing the player with the confidence that the player have or will most likely fulfil its requirements.
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| Now of course the player can win with few sanctuaries and the player should if it's the difference between playing a perfect card or not; this game is very situational. But as a general rule, the player want a lot of sanctuaries.
| | 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. |
Picking a Starting Hand
The starting cards will dictate the direction the player heads for the remainder 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.
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.
Same Symbol Strategy
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.
Collecting symbols (for pre-requisites)
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.
NOTE: Stone is the most common symbol. 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.
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.
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.
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.
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.
Higher exploration duration cards provide the most points, so the longer your journey takes, the more fame you'll get.
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.
Clues
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.