How to Play

Near and Far

2-4 players 90-120 min 7.6 Board Game Geek Rating

Players embark as wanderers seeking the legendary Last Ruin containing a powerful artifact. This story-driven adventure game spans ten sessions across unique maps, where you gather resources, recruit companions, and battle creatures. Friends read encounter stories that present meaningful choices, creating personalized narratives. Victory goes to whoever becomes the most renowned traveler through strategic exploration and storytelling.

Published 2017

Near and Far

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Place the main board
Set the Town board "day side up" (look for the pack bird and tortoise) and open the map book to map #1
2
Add pack animals
Place pack birds/tortoises on the spaces shown on the board (they are reversible)
3
Place the chiefs
Set out the 4 chief tokens near the board
4
Prepare adventurer supply
Place all adventurers in the bag except the 5 animal companions, then draw 5 to place on the board
5
Set reputation markers
Each player places their reputation marker on the tracker at 0
6
Choose first player
Select a starting player by any method
7
Place quest tokens
Randomly place Quest tokens (book icons) on map spaces with open book icons using 7/10/13 tokens for 2/3/4 players
8
Prepare threat deck
Place the threat deck face-up on the board from values 4-15
9
Take character standees
Each player takes a character standee
10
Shuffle card decks
Shuffle the Treasure cards and place on Town board; World cards don't need shuffling
11
Distribute player components
Each player takes a player board, 14 camps (placed on player board), black marker (on 0 of heart track), 3 coins, and 1 animal companion
12
Draft artifact cards
Shuffle both artifact card types separately, deal 5 basic and 2 advanced cards to each player, draft the 5 basic cards until you have 5 new ones, then discard at least 1 advanced card and any unwanted cards
13
Two-player adjustment
Place a random character standee at the town hall that will not move

On Your Turn

What you can do during your turn.

1
Choose your action type
Either "visit" a space in town OR "adventure" on the chosen map
2
Fulfill artifact cards freely
As a free action at any time, fulfill any number of artifact cards by spending required Coins/Gems/Banners/Food (reputation is just "met"), then place completed cards in front of you for ongoing bonuses and end game points
3
Claim chiefs
The first player to own 4 banners in 1 color takes the associated Chief who acts as another banner and is worth 5 points
4
Move to a building
Move your standee to a new building in town, or from the map to any town location
5
Duel if occupied
If entering a space with 2+ characters, choose one player to duel
6
Use Town Hall
Perform up to three actions: trade items using the value chart, discard 1 artifact card, and spend coins/gems to adjust reputation
7
Recruit at Saloon
Recruit 1 adventurer and place in matching banner slot or as inactive, paying the coin cost (1 coin discount per matching banner you have); spend 1 food to refresh the row before recruiting
8
Visit Stables
Take 1 pack bird for 1 food or 1 tortoise for 1 gem (max 3 animals); each unlocks treasure card capacity
9
Use General Store
Take 1 coin OR draw 4 artifact cards (any mix of basic/advanced) and keep/discard any
10
Harvest at Farm
Gain 1 food for each "skill" (hand) symbol in your party
11
Visit Mystic's Hut
Draw 3 treasure cards and keep 1 (or replace an existing treasure)
12
Work the Mine
Place camps starting upper left, adjacent to existing camps, if your skill value meets or exceeds the space number; earn treasures/reputation shown
13
Declare fighting style
Choose "Honorably" (gain 1 reputation if you win) or "Dirty" (lose 1 reputation if you win, but gain +1 sword)
14
Roll and calculate
Both players roll a die and add sword icons; attacker gets +1 if fighting Dirty
15
Spend hearts for bonus
Only the attacker can spend remaining hearts for +1 each to their total
16
Resolve the duel
Ties go to defender; if attacker wins, use the building normally; if attacker loses, go to jail and gain +1 food
17
Enter the map
Move your character to Main Town (big heart icon), rearrange your party, and reset hearts to your current heart value (max 13)
18
Move across the map
Use your default 2 movement (plus bonuses from cards/pack birds) to move between circles
19
Pay movement costs
Spend 1 heart for each empty circle you pass by; camps (yours or opponents') make spaces not empty
20
Collect treasures
When passing over a treasure symbol, draw 1 treasure card if you have room; can move back and forth for multiple treasures
21
Handle threats
When passing a threat symbol, take the top threat card, roll a die plus swords; if you meet or exceed the threat value, keep it for points and place a camp
22
Complete quests
When ending movement on a Quest token space, another player reads the matching story and choices
23
Build camps
After stopping (and possible questing), spend 3 hearts to place a camp on your current space if none exists; collect gems/coins equal to your search icons (eye symbols)
24
Claim trade routes
Placing camps on both matching trade route spaces (peppers, machine parts, Ichor stone, tea leaves) earns the large point value; sharing with another player gives both the small value

Winning

How to claim victory.

1
Trigger game end
When 1 player places their 14th camp, the end game triggers and the current round finishes
2
Score camps
Earn 1 point per camp placed
3
Score trade routes
Earn the big number for controlling both of a trade route type, or the small number if shared with another player
4
Score artifact cards
Earn points shown on completed cards; lose 1 point for every card remaining in hand
5
Score threat cards
Earn points shown on each collected threat card
6
Score card bonuses
Add points from artifact/treasure/world card bonuses
7
Score currency and tokens
Earn 1 point per 2 coins/gems (can mix) and 1 point per unused faction token
8
Score chiefs
Earn 5 points for each Chief card owned
9
Score reputation
Earn or lose points based on reputation track position (negative reputation means negative points)
10
Score completion bonuses
Earn 2 points for placing all camps and 5 points for having 3 treasure cards
11
Determine the winner
Highest total points wins; ties broken by higher reputation, then most coins/gems

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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