Near and Far

Red Raven Games, Bard Centrum Gier, Devir · Board game · 2017
2–4 · best 3 90–120 min Weight 2.9/5
8.2 rating Ludopedia
7.6 rating BGG
STEP BY STEP

Game Objective: The Last Ruin Awaits!

Prepare for an epic adventure in **Near and Far**! In this game, you and your friends are fearless wanderers, seeking the legendary **Last Ruin**, a forgotten city that, according to legends, holds the secret to fulfilling your heart's greatest desire. But it won't be easy! You'll need to travel through dangerous lands, recruit the help of four factions – **Outlaws**, **Mystics**, **Lizardfolk**, and **Nomads** – and overcome your own inner demons. Your journey will be measured in **Journey Points**, which you will accumulate through your adventures, influence with factions, and artifacts. At the end of each game, the player with the most **Journey Points** will be the grand winner and will have the chance to have their wish granted in the **Last Ruin**!

Setup: Setting Up Your Adventure

Let's set up the table for your journey! Follow these steps to prepare the game:
  1. Place the **City Board** on the table, "night" side up. In the **Stables**, place 3 **Transport Bird Cards** per player. Shuffle the **Treasure Cards** and place them face down in the **Mystic's Hut**.
  2. Separate the **Pet** tokens from the **Adventurer** tokens. Place the **Adventurer** tokens in the **Cloth Bag** and leave it near the **City Board**. Draw 5 **Adventurers** and place them face up in the adventure space in the upper left corner of the **City Board**. Place the 4 **Chief Cards** near the **City Board**, face up.
  3. Open the **Atlas** to **Map 1: Glogo Caverns** (or the map you choose for the game mode) and position it just below the **City Board**.
  4. Place the **Quest Tokens** on the map. The number of tokens varies according to the number of players:
    • With 2 players, use 7 **Quest Tokens**.
    • With 3 players, use 10 **Quest Tokens**.
    • With 4 players, use 13 **Quest Tokens**.
    Spread them randomly **only** in the map spaces with open book icons above the circles. Try to distribute them evenly.
  5. Each player receives:
    • Their **Player Board**.
    • A **Help Token**.
    • 1 **Pet** (dog or cat).
    • 3 **Coins**.
    • 14 **Tent Markers** of one color. Cover all symbols at the bottom of your **Player Board** with the tents.
    • Your **Heart Marker** on the "0" space of the **Heart Track**.
    • A **Character** (miniature and plastic stand) and a **Reputation Marker**. Place the **Reputation Marker** on the "0" space of the **Reputation Track** on the **City Board**.
  6. Choose a first player and give them the **1st Player Token**.
  7. Place the **World Cards**, **Faction Tokens**, **Food Tokens**, **Coins**, **Gems**, and the **Dice** near the **City Board**. The **Storybook** should also be nearby.
  8. Stack the **Threat Cards** in numerical order (from 4 to 15) and place the stack in the threat space on the map, with the first card (level 4) visible.
  9. Shuffle the two decks of **Artifact Cards** (basic and advanced). Deal 2 face-down **Advanced Cards** to each player and 5 face-down **Basic Cards** to each player. Place the remaining cards from the decks face down next to the city.
  10. **Dealing Artifact Cards:**
    1. Each player takes their 5 **Basic Artifact Cards** (keeping the 2 advanced ones separate).
    2. From these 5, each player selects one card for their hand.
    3. After selecting, each player passes the remaining 4 **Basic Artifact Cards** to the player on their left.
    4. Repeat the process until all cards are selected and each player has 5 **Basic Artifact Cards** in hand.
    5. At this point, each player must discard 1 of their 2 **Advanced Artifact Cards** (they can discard both if they wish).
    6. Players can discard any or all of their **Basic Artifact Cards** if they wish, before the game begins. Remember: unpurchased cards in hand at the end of the game incur a -1 **Journey Point** penalty.
  11. If playing with 2 players, place an unused **Character** in the **Town Hall**.

The Game Turn: Your Choices in the Adventure

In **Near and Far**, players take turns, and on your turn, you can do one of two things: **Visit the City** or **Go on an Adventure**.

Visit the City

You can move your character's miniature to one of the buildings on the **City Board** and perform that location's action.

Important Rules:

  • The location must not be occupied by another player, unless it is the **Saloon**. If it is occupied, you can attempt a **Duel** (see below).
  • You can stay in the city for several turns, but you cannot stay in the same place. If you are already in the city at the start of your turn, you must venture out or go to another unoccupied building.
  • You can return to the city from anywhere on the map, regardless of distance.
  • Important: All players must visit the city during the first round of the game.

City Building Actions:

  • Town Hall: Perform any/all 3 actions, each only once and in any order:
    • Trade: Pay 5 resources to gain 1 of any resource, or pay 1 resource to gain up to 5 resources. Resource values are in the manual's table.
    • Discard 1 unpurchased **Artifact Card** from your hand.
    • Pay any amount of coins/gems to gain or lose 1 **Reputation** for each.
  • Saloon:
    • Recruit a new **Adventurer** from the adventurer track on the **City Board**, paying the coin cost. You can only have one adventurer of each faction and a maximum of four adventurers (including your pet) in your active party.
    • Adventurer Discount: Each faction flag you own (on active/inactive adventurers and faction tokens) reduces the cost of an adventurer of the same color by 1 coin.
    • You can visit the **Saloon** even if it is occupied by other players (the 4-person symbol is a reminder).
    • Pay 1 food to **Refresh the Adventurer Track**, removing the current ones and replacing them with new ones from the bag.
  • Stables:
    • Pay 1 food to gain 1 **Transport Bird**. You can have a maximum of 3. Each **Transport Bird** increases your movement by 1 and allows you to own one **Treasure Card**.
    • You can return a **Transport Bird** to the supply to ignore a **Threat** on the map. You keep the movement bonus until the end of your turn.
  • General Store:
    • Receive 1 coin.
    • OR draw 4 **Artifact Cards** (any combination of basic/advanced). You choose which to keep or discard. Kept cards are added to your hand and cannot be discarded later (except in the **Town Hall**).
  • Farm: Gain 1 food for each symbol in your active party.
  • Mystic's Hut: If you have at least 1 **Transport Bird**, draw 1 **Treasure Card**. You can keep one treasure per **Transport Bird** you own.
  • Mine: Dig in the mine by allocating a camp and gaining rewards. You need to have **Skill** symbols in your active party and purchased artifacts/treasures equal to or greater than the number of the selected area.

Dueling: If you want to visit an occupied place, you can duel.

  • Declare who challenges and whether you fight honestly (no bonuses, gain 1 **Reputation** if you win) or dishonestly (+1 to roll, lose 1 **Reputation** if you win).
  • Both players roll a die and add swords from active adventurers, purchased artifacts, treasure cards, and world cards.
  • You can spend **Hearts** to increase your roll (defender cannot).
  • The player with the highest combat number wins. In case of a tie, the defender wins.
  • If you win, you perform the building's action. If you lose, you go to **Jail** and do not gain/lose reputation.

Adventure

Adventuring consists of two steps: **Leaving the City** and **Movement**. You can perform both steps in one turn. If you are already on the map, skip step 1.
  1. Leaving the City:
    • Organize your **Active Party** (maximum 4 members, including pet, only one adventurer of each faction).
    • Reset your **Hearts**: Count the hearts from your active party, purchased artifacts, treasure cards, and world cards. Mark the total on your **Heart Track** (maximum 13 hearts).
    • Move your miniature from the **City Board** to the city space on the map.
  2. Movement:
    • Move your character on the map, choosing where to stop.
    • Each player starts with a basic movement of 2. Each **Transport Bird** and each active party member with a movement symbol add 1 to your movement.
    • It costs 1 movement to move to an adjacent connected space.
    • It costs 1 heart to cross each empty space (without faction camps). Ending movement in an empty space does not cost a heart.

Adventure Events:

  • Threats: If a path has a **Threat** symbol, you must resolve it to pass.
    • The active **Threat** is the card on top of the threat deck.
    • To fight: Roll a die and add swords from your active party, treasure cards, purchased artifacts, and world cards. Spend **Hearts** to increase the result. If you match or exceed the difficulty, you defeat the threat.
    • Upon winning, take the threat card, place a tent over it, and place it next to your board. Defeated threat cards are worth **Journey Points**.
    • You can pass a threat without fighting it: by sacrificing a **Transport Bird**, having a party member with a **Shield (Caution)**, or using a treasure/artifact card that allows you to ignore threats.
  • Treasures: If a path has a **Treasure** symbol, you draw a **Treasure Card** when passing through it. Remember: you need one **Transport Bird** for each **Treasure Card** you own.
  • Quest: If you end your movement in a space with a **Quest Token**, you can attempt to complete it.
    • The player to your left reads the quest in the **Storybook**, including the story text and choices (bold text).
    • You choose an option, roll a die, and add **Skill** (hand symbols) or **Combat** (sword symbols) modifiers from your active party and cards. Spend **Hearts** to increase the result.
    • If successful (matching or exceeding the required value), the reader reads the reaction paragraph and you receive the rewards. If the total is 2 or more above what is needed, you gain a bonus reward.
    • Remove the **Quest Token** from the board.
    • If you fail, you receive no rewards and the token is discarded.
  • Building Camps: If you end your movement in a space without a camp, you can build one.
    • Pay 3 **Hearts**.
    • Take the next tent from your camp track and place it on the map space.
    • If building in a space with a coin or gem, gain coins/gems equal to the number of **Search** symbols in your active party.
  • Trade Routes: These are two spaces on the map with the same resource icon (peppers, machine parts, Ichor stone, and tea leaves).
    • If you build camps in both spaces, you control the **Trade Route**.
    • If different players build, they control the route together.
    • Controlled routes are worth **Journey Points** at the end of the game.

Free Actions

At any time during your turn, you can **Purchase an Artifact Card** from your hand.
  • Pay the coins, gems, faction symbols, and food listed on the left side of the card to the general supply.
  • Place the artifact face up next to your **Individual Board**.
  • **Purchased Artifacts** grant abilities during the game and are worth **Journey Points** at the end.
  • Some artifacts have additional requirements, such as reaching a certain **Reputation**.

End of Game and Scoring: Who Will Find the Last Ruin?

The game ends when the number of **Quest Tokens** on the map runs out or when all players complete their specific quests (in campaign modes). Final scoring is done by summing the **Journey Points** from:
  • **Purchased Artifacts:** The value indicated in the upper left corner of the card.
  • **Unpurchased Artifact Cards in hand:** -1 **Journey Point** for each.
  • **Tents:** Each tent on the board, on a threat card, or in a mine, is worth 1 **Journey Point**. If you allocate all 14 tents, you gain 2 additional **Journey Points**.
  • **Defeated Threat Cards:** The value indicated on the card.
  • **Trade Routes:** The value indicated on the map, depending on whether you control it alone or jointly.
  • Other sources of points may come from quests or talents (such as the **Storytelling** talent which gives 2 **Journey Points** if you have the highest reputation).
The player with the most **Journey Points** is the winner!

Tips for Winning: Be a Wanderer

Rules videos

In English

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