

Barrage - The Far Companies
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Two new gameplay identities, two new engineering visions. The same river — completely different strategies.
What it's about
Japan and Brazil conquer the Alps
Barrage: The Far Companies introduces two new companies to the base game with radically different architectures from the standard ones. These are not cosmetic variants: Japan and Brazil rewrite the rules for building their hydroelectric infrastructures.
The Japanese Company excels in sheer quantity: its earthen dams allow Elevations to be used as Foundations, multiplying the number of constructible dams — at the cost of reduced capacity. It uses Excavators instead of Concrete Mixers for Elevations, completely changing the supply chain.
The Brazilian Company focuses on flexibility: Foundations, Elevations, and Conduits can be built in any order, freely choosing between strength and type bonuses. The price to pay is permanent — greater bonuses cost permanently lost machinery. Both companies unlock a special ability upon building their third Powerhouse.
The FroGames perspective
Two opposing construction philosophies that expand Barrage's strategic space without adding complexity to the ruleset.
The secret of The Far Companies in one line
Playing Japan or Brazil changes how you read the board from the very first action — and forces opponents to revise their plans.
From the gameplay experience
Barrage: The Far Companies
The two new companies integrate perfectly with the base game's automa — ideal for exploring mechanics without having to coordinate a 4-player table.
The two new companies
Contrasting construction philosophies
Japanese Company
Earthen dams: Elevations also function as Foundations, multiplying possible constructions. Reduced capacity, but high volume. Uses Excavators instead of Concrete Mixers.
Brazilian Company
Maximum flexibility: Foundations, Elevations, and Conduits can be built in any order. Greater bonuses cost permanently lost machinery — every choice is irreversible.
Special Ability (3rd Powerhouse)
Both companies unlock a unique power upon completing their third Powerhouse. A milestone that transforms the game's trajectory in the late game.
Full compatibility
Joins the 4 base companies and the fifth from the Leeghwater Project. Six companies available for even greater variability in every session.
You've already explored the four base companies. Tonight the river flows differently.
🎲Components14 types · complete set for 2 companies
A five-act game
What happens at the table
Not the rules. The experience.
Choosing your company changes everything
Before even placing the first worker, you choose Japan or Brazil. The decision isn't cosmetic: it changes where you build, in what order, which machinery you sacrifice. Everyone else at the table looks at their opponents' boards and re-calculates their plans.
Japan builds where no one expected
The first Japanese Elevation is placed as a Base. Three dams in three basins, while the others have one. The reaction at the table is immediate: the water routes that seemed safe are suddenly contested. Excavators change the rhythm of construction.
Brazil sacrifices for combos
A Pipeline before the second Base. Machinery burned forever in exchange for a double bonus. It seems crazy, but it's calculated: the production chain that assembles is different from any other company. Every move generates the next.
The third Powerhouse unlocks the special ability
Turn five. The third Powerhouse is completed. The special ability activates — and changes the game for everyone. Those who had planned the last round in a certain way must start strategizing again. This is when games are truly decided.
The final tally — and the next company to try
Points are counted. Someone won, everyone already has a theory on what they would have done differently. The conversation that follows isn't "who played better" — it's "now I want to try the other company." It always happens with The Far Companies.
How it integrates
The flow of each round with the new companies
Barrage's core rules remain unchanged. The Far Companies add a layer of decisions from the very first turn.
Before setup, you decide whether to use Japan, Brazil, or one of the four base companies. This choice defines which construction wheel to use and which machinery will be available.
Japan uses Excavators for Elevations and treats them as Bases. Brazil builds in any order, paying the costs on its asymmetric board.
Brazil must decide whether to activate strong bonuses — which cost machinery permanently lost. An irreversible choice requiring long-term planning.
Upon completing the third Powerhouse, the company's unique ability unlocks. From then on, the game's trajectory changes — both for the player using it and for those who must counteract its effects.
Why it adds value
Six reasons to add The Far Companies
Radical asymmetry, not just cosmetic
The two companies change the construction chain structurally — they are not color variants of the base companies, but completely different game identities.
Japan redraws water routes
More dams in more basins mean more competition for water. The presence of the Japanese company changes how all players plan their constructions.
Brazil introduces irreversible choices
Burning machinery for a bonus is a permanent decision. This mechanic adds a specific weight to each turn that standard companies don't have.
Special ability as a narrative turning point
The power unlock at the third Powerhouse creates an identifiable turning point in the game. It's not a passive bonus — it actively transforms the endgame.
Compatible with all expansions
It integrates seamlessly with Leeghwater Project and other expansions. Those who already have an expanded Barrage ecosystem can add The Far Companies without rebalancing anything.
Six companies, exponential variability
With The Far Companies, the pool grows to six companies — plus the variables of the Executive Officers. The number of possible combinations makes every session a new strategic problem.
How to win with the new companies
Strategies compared
Japan and Brazil win through different paths. Knowing your construction philosophy is half the game.
Japanese Company
- Build more dams in more basins by using Elevations as Bases
- Accept reduced capacity: volume compensates for depth
- Use Excavators strategically to maximize construction speed
- Unlock the special ability at the third Powerhouse to consolidate your advantage
Brazilian Company
- Build Bases, Elevations, and Pipelines in the order needed for your plan
- Choose strong bonuses knowingly: every lost machinery is permanent
- Chain constructions into combos to generate resources in sequence
- The power unlock transforms initial sacrifice into late-game advantage
The Far Companies is not an expansion for Barrage beginners — it's the next step for those who have already explored the base game and want to find new problems to solve on the same board.
Frequently asked questions
FAQ about Barrage: The Far Companies
Is it worth buying this expansion if I already have Leeghwater Project?
Yes, but they are expansions that add different things. Leeghwater Project introduces a fifth company (Dutch) and new game modules. The Far Companies adds two companies with radically different construction mechanics — deeper asymmetry, riskier choices. Those who already have Leeghwater will find The Far Companies to be an addition that does not overlap with what they already own.
How different is playing Japan or Brazil compared to the base companies?
Very. Base companies have asymmetric powers but share the same construction structure. Japan and Brazil, on the other hand, change the fundamental rules of how you build: Japan uses Elevations as Bases and Excavators instead of Concrete Mixers; Brazil builds in any order with permanent costs. It's not a power variation — it's a mechanical variation.
Is it suitable for those learning Barrage?
No. The Far Companies assumes familiarity with the base game — the special rules of the two companies only make sense if you already know the standard construction system. Those learning Barrage should play at least three or four games with the base companies before introducing this expansion.
How many companies can be used together in a game?
The number of companies corresponds to the number of players — one for each. With The Far Companies, the pool to draw from increases to six (four base, fifth from Leeghwater, plus Japan and Brazil). Drafting companies before each game is part of the strategy itself.
Is the solo mode compatible with the new companies?
Yes. The two companies integrate with the base game's automa without system modifications. Playing solo with Japan or Brazil is an effective way to explore each company's particular mechanics without having to manage interaction with other players — especially useful for the first few games.
Is the edition in Italian?
Yes, this is the Italian edition distributed by Cranio Creations. Rulebook, boards, and text components are in Italian.
Barrage: The Far Companies is an expansion for the board game Barrage by Simone Luciani and Tommaso Battista, published by Cranio Creations. For 1–4 players, ages 14+, duration 60–120 minutes. It introduces two new asymmetric companies — Japan and Brazil — with unique construction mechanics: earth dam with Elevations usable as Bases, and free-order construction with permanent sacrifice of machinery. Compatible with the Barrage base game and The Leeghwater Project expansion. Includes solo mode. Italian edition. Available on FroGames.it.

Barrage - The Far Companies
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