
Far Away - 3rd Edition
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🐸 Una rana saggia sa quando dividere l’ordine… e quando aspettare il salto giusto.
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The FroGames card
You can't ask for help because you have no radio. You watch her walk away into the alien forest and you can't tell her she forgot the supplies. When she returns, perhaps, you'll figure out together how not to die.
WHAT IT IS ABOUT
Two explorers with no budget, no equipment, no hope
Far Away comes from the project by Alexander Jerabek and illustrations by Jake Breish for Cherry Picked Games. The concept: the Federation Alliance has an ambitious space exploration program and a ridiculous budget. No radio, no medical equipment, no landing gear. Just the two of you and planets to map.
Each mission drops you on a randomly generated world with unique ecosystems, unpredictable creatures, and scattered resources. Objective: complete the task, rebuild the ship, survive. The twist: you cannot speak unless you are next to each other on the board. Separating is necessary but deadly: hunger, loneliness, and injuries accumulate. If one collapses, the mission fails.
What they say abroad
"Far Away is a two-player co-operative board game about discovery, survival, and the crushing loneliness of being the only two humans for lightyears."
— Cherry Picked Games
Far Away promises procedural exploration and emotional tension. The absence of radio turns every separation into a gamble. It's still too early to judge it definitively, but the potential is all there.
— FroGames
Far Away
What you have (little of)
Your survival tools
Procedural planets
Every world is generated at the start: different ecosystems, resources, creatures. There are no standard solutions, only adaptation.
32 alien creatures
Each has unique diet, behavior, and movement patterns. You'll need to interpret them creatively (ROLEPLAY mandatory).
No radio
You can ONLY speak if you are physically close on the board. Separate and you're alone. Truly alone.
Multiple missions
Scenarios with optional objectives and sub-objectives. Rebuild the ship, map, survive. In that order.
Recommended sleeves 341 cards in 2 sizes ▼
If you play often, we recommend protecting your cards with clear sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 63.5 × 88.9 mm | 174 |
| 44.5 × 63.5 mm | 167 |
| Total cards | 341 |
🎲How to playThe rules in four steps▼
How to play
The flow of each round
Rapid alternating turns, simultaneous actions, immediate consequences.
Each player moves their explorer, revealing tiles if necessary. Creatures move according to their behavioral pattern (dictated by ecosystem cards).
Gather resources, hunt, heal wounds, build ship parts. Each action costs time and resources. Plan first, then execute.
Update hunger, loneliness, health. If you are separated, loneliness increases. If hunger or loneliness reach their limit, severe consequences.
Draw event cards, creatures react to the environment. Some events require immediate choices: if you are far apart, you cannot discuss them.
⏱️Your first gameThe chronicle, moment by moment▼
A game in five moments
What happens at the table
Not the rules. The experience.
Crash and first steps
You land badly (the landing gear is optional). Generate the planet: random tiles, creatures placed, resources scattered. Decide the first direction together. You are still close, you can still talk.
The first separation
One goes to look for food, the other for materials. You move three tiles away and from that moment on you can no longer exchange a word. Point with your finger, gesticulate, but the rules say silence.
Simultaneous emergencies
A creature is chasing you. The other person finds vital resources but cannot tell you. Hunger increases, so does loneliness. Every choice is a gamble: go back or continue?
The critical reunion
You manage to reunite, finally you talk. In 30 seconds you must exchange everything: what you saw, what you need, where we are going. Then separated again. This loop is the heart of the game.
Narrow victory or stupid death
Either you rebuild the ship by a hair, hungry and wounded. Or one of you dies far from the other, who can do nothing. The Federation pays you a pittance. Play again immediately.
🐸To know beforehandThree honest things, from friends▼
To know beforehand
Three things you need to know
Zero communication is frustrating
You cannot truly speak if separated. It's not a suggestion: it's the rule. If you two need to plan every move together, this game becomes a nightmare. It only works if you accept unpredictability and blind trust.
Random generation can kill you
Some planet setups are very hard, others lenient. Creatures can spawn right on you. Luck matters, and a game can end badly through no fault of your own. It's not balanced like an eurogame.
Mandatory ROLEPLAY for creatures
The manual asks you to interpret alien behavior creatively. If your group hates improvising or prefers strict rules, this system will seem vague. It's a feature, not a bug, but it must be accepted.
🏆Victory and defeatWhat the ending rewards▼
How it ends
How to win and how to lose
The mission has clear objectives. So does death.
Victory
- Complete the primary objective of the mission (varies by scenario)
- Rebuild all ship parts necessary for takeoff
- Both explorers are alive and on board at launch
Defeat
- One of the two explorers dies (maximum hunger, accumulated wounds, or lethal attack)
- Loneliness reaches a critical level and causes psychological breakdown
- Run out of resources with no possibility of recovery (irreversible deadlock)
Far Away is the most ruthless cooperative game we've seen in recent years. It forgives no errors, grants no second chances. But when you win, the feeling is real.
💬Frequently asked questionsQuick answers before checkout▼
Frequently asked questions
FAQ about Far Away
What mechanics does Far Away use?
Communication limits (literally: you cannot talk if separated), pure cooperative game, modular generated board, basic resource management (hunger, health, loneliness) and guided roleplay for creature behavior. It is not an eurogame: it is thematic survival with clear rules but free interpretation.
How long does a mission last?
Between 90 and 150 minutes, depending on the scenario and luck. The first games are slower (creature system learning curve). Once you get the hang of it, 90 minutes is realistic for basic missions, 120-150 for complex ones or those with sub-objectives.
Is it really impossible to talk when we are far apart?
Yes. The rule is strict: you can ONLY communicate if your explorers are on the same tile or adjacent. It's the heart of the game. If you cheat, you lose 90% of the tension. Some groups hate this limit, others love it.
Can I play it solo by controlling both explorers?
No. The game is designed for 2 players with hidden information and simultaneous decisions. Controlling both eliminates the central point: trust and lack of communication. There is no official solo or automa mode. It is strictly cooperative for 2.
Is it available in Italian?
No. Far Away is available in English edition. Rules, cards, components: all in English. There are currently no official or complete fan-made translations. Good knowledge of English is required for both players, especially for event cards and creature descriptions.
The people behind the game
Who invented it, who designed it, who publishes it — and what else they've done.
Far Away is a cooperative game for 2 players set in deep space, designed by Alexander Jerabek and published by Cherry Picked Games. Duration 90-150 minutes, recommended age 13+. The central mechanic is limited communication: players can only speak when their explorers are physically close on the modular board. Each game generates a random alien planet with unique ecosystems and 32 different creatures. The game requires resource management (hunger, health, loneliness) and guided roleplay to interpret alien behavior. Scenario-based missions, very high replayability thanks to procedural generation. Available on FroGames.it.

Far Away - 3rd Edition
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
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📦Does the content of the box match what is indicated?
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