
Far Away: Corporate Espionage
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Your companion disappears into the Hollow caves. The radio crackles. Nanobots decide whether the creature attacks or explores. The die rolls. All this just to disappoint your Federation Alliance manager again.
WHAT IT'S ABOUT
Corporate sabotage among alien planets and mediocre space bureaucracies
Far Away: Corporate Espionage is the expansion to the two-player cooperative game designed by Alexander Jerabek, with illustrations by Lee Marion and published by Cherry Picked Games. The expansion takes the base game's planetary exploration system into new territories: espionage missions against megacorporations that threaten the galaxy's frontier worlds, all while you work for a space government bureaucracy of questionable competence.
Nine new missions put you in the shoes of Corporate Espionage division explorers, armed with limited tools against adversaries with infinite resources. The main addition is nanobots: a new dice AI system that replaces or integrates with the base game's ROLEPLAY system to control creatures. Hollow terrains take you beneath the planet's surface, among rare resources and exotic traps. The GREEN Act mode introduces sustainability and limits on species extinctions.
What they say abroad
"Subvert megacorporations on behalf of your mediocre space government."
Sabotate le megacorporazioni per conto del vostro mediocre governo spaziale.
— Cherry Picked Games
This is an early reading of the expansion, just released after crowdfunding on Gamefound. The few ratings on BGG reflect a still small community. We will update this page as soon as reviews and game data from the public come in.
— FroGames
Far Away: Corporate Espionage
What the expansion adds
Four elements that change Far Away
Nanobot AI
A dice system that replaces or combines with the base game's roleplay. Creatures move according to deterministic AI cards: less interpretation, more tactics.
Hollow Terrains
Caves beneath the planetary surface. Push-your-luck with dedicated dice: descend to find rare gems and resources, but every step can trigger exotic traps.
GREEN Act Mode
Forced sustainability: limited resources and a cap on species extinctions. Every choice has an environmental cost, every victory leaves its mark.
Nine Asymmetric Missions
Scenarios that test skills beyond the base game: simultaneous physical-digital control, climate catastrophes, team-vs-team competition on the same planet.
🎲How to playThe rules in four steps▼
How to play
The flow of each round
The expansion maintains the core game structure and adds layers of complexity: dice-driven AI, caves, competition.
The two players move, explore, collect resources. If one descends into the Hollows, they use dedicated dice for push-your-luck. The other stays on the surface and manages threats.
If using nanobots, draw an AI card for each creature and roll the dice: the result determines movement and action (attack, exploration, retreat). No interpretation, just consequences.
Event cards or mission conditions: climatic catastrophes (gas winds, volcanic waves), asymmetric objectives, digital timers. Some missions simultaneously manage physical and digital worlds.
Verify if you have met the mission's victory conditions (corporate sabotage, ecosystem rescue, team-vs-team competition) or if you have activated the defeat conditions (extinctions beyond GREEN Act threshold, explorer elimination).
⏱️Your first gameThe chronicle, moment by moment▼
A game in five moments
What happens at the table
Not the rules. The experience.
Corporate Briefing
Choose the mission. Read the Federation Alliance instructions: ironic, vague, written by bureaucrats who have never seen an alien planet. Prepare the modular board, place the creatures with nanobot AI cards. The tension is already different from the base game.
The First Hollow
One of you finds the entrance to the caves. Special dice, push-your-luck, descent. You find rare gems but the trap springs. Above, your partner must manage the creatures alone. Communication breaks down.
Nanobots Decide
The creature draws an AI card, you roll the dice. The result is deterministic but brutal: it attacks, it doesn't explore. Plan A fails. You improvise Plan B while the GREEN Act mode reminds you that every resource spent is a species closer to extinction.
Team vs. Team
If you are playing a competitive mission, the other pair of explorers (Federation Alliance vs. Conglomerated Enterprises) are on the same planet. Separate objectives, same map. You can both win. Or both lose. The latter is more likely.
Final Report
Mission completed or failed, the Federation manager reads your report. They always have something to criticize. Partial victory, ecosystem saved, trust in humanity diminished. Far Away reminds you that galactic bureaucratic work never changes.
🐸What to know beforehandThree honest things, from friends▼
What to know beforehand
Three things a friend would tell you
Base game required
Corporate Espionage is an expansion, not standalone. It requires Far Away base to be played. The system is built upon existing mechanics, components, and structure.
Higher complexity curve
The expansion adds systems: dice-driven AI, Hollow terrains with dedicated dice, GREEN Act mode, asymmetric missions. If the base game already felt dense, this raises the bar even higher.
Limited public data
The game has just been released (2026) after a Gamefound crowdfunding campaign. There are very few ratings on BGG, and editorial reviews are still absent. This overview is based on official sources and initial impressions, not on consolidated consensus.
🏆Victory and defeatWhat the ending rewards▼
How it ends
How to win and how to lose
Conditions vary for each mission. These are generic examples from the nine available missions.
Victory
- Complete the corporate sabotage objective (e.g., destroy installations, steal data, save threatened ecosystems)
- In competitive team-vs-team missions: complete your objective before the other pair (or both, if you cooperate)
- In GREEN Act mode: win while respecting extinction and resource consumption limits
Defeat
- Both explorers eliminated (creatures, Hollow traps, catastrophic events)
- Exceed the allowed extinction threshold in GREEN Act mode
- Fail the objective within the mission timer or specific scenario conditions
Far Away: Corporate Espionage takes the cooperative system of the base game towards asymmetric missions, team-vs-team competition, and environmental impact choices. If the base game captivated you, this expansion promises new challenges.
💬Frequently Asked QuestionsQuick answers before checkout▼
Frequently Asked Questions
FAQ about Far Away: Corporate Espionage
Is the base game required to play Corporate Espionage?
Yes. Corporate Espionage is an expansion, not a standalone game. It requires the Far Away base game for components, mechanics, and game structure. The nine missions are built upon the existing system.
What is the difference between nanobot AI and the base game's ROLEPLAY system?
The base game's ROLEPLAY system allows players to interpret creature behavior. Nanobots use AI cards and dice: the result is deterministic, less subjective, and more tactical. You can use one, the other, or hybridize them.
Are all missions cooperative, or are there competitive modes?
The majority of the nine missions are cooperative for two players. Some introduce team-vs-team competition: two pairs of explorers (Federation Alliance vs. Conglomerated Enterprises) on the same map, with separate objectives. Both can win, or both can lose.
What mechanics does Far Away: Corporate Espionage use?
Action points, cooperative game, communication limits, modular board, scenario/mission/campaign game, role playing (optional with ROLEPLAY) or dice-based AI (with nanobots). Adds push-your-luck (Hollow), resource management (GREEN Act), asymmetric objectives.
Is it available in Italian?
No. The edition sold on FroGames is in English. The game is text-heavy (mission cards, events, AI, ironic Federation Alliance briefings): knowledge of English is necessary to play. There are no official Italian translations at the moment.
The people behind the game
Who invented it, who designed it, who publishes it — and what else they've done.
Far Away: Corporate Espionage is the cooperative expansion for 2 players of the award-winning Far Away, designed by Alexander Jerabek and published by Cherry Picked Games. The expansion adds nine new galactic espionage missions against megacorporations, featuring a nanobot AI system (deterministic dice), Hollow terrains (push-your-luck caves), GREEN Act mode (forced sustainability), and competitive team-vs-team missions. Duration 90-150 minutes, recommended age 13+. Requires the Far Away base game to play. Available on FroGames.it.

Far Away: Corporate Espionage
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
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