Join the Federation and explore alien worlds today. You’ll be adequately compensated upon survival.
Cooperative
Exploration
2 players
90-150 minutes
The Federation Alliance needs you to stop an unregulated megacorporations. Please be up to the challenge.
Far Away expansion
New missions
New game modes
Same bureaucracy
Take over a dog-friendly pub in your quest to pet the most dogs. Keep buying drinks or you'll be shamed out of the place.
Pet-collection
1-8 players
30-60 minutes
Enter the Illuminati’s world of smoke-filled parlors. Make decisions and craft stories that change everything forever.
Storytelling
Hidden role
4-12 players
30-75 minutes
Our world has fallen to the demons. You must master the enemy’s magic and survive against all odds.
Role-playing
Card-based combat
3-5 players (+1 GM)
Campaign-driven
Draw an action card. Tell people to “Drink!” when they perform your action. Guess other’s cards to win. Cheers!
Sold Out!
Drinking/ party game
Easy-to-learn
6+ players
30+ minutes
We’re hard at work testing all the missions in Far Away: Corporate Espionage. Whether it’s our local fans testing with cards from my printer or our excellent community testing the demo PNP, we need all eyes on the game to make sure it lives up to the promises of the crowdfunding campaign. Recently, I’ve found myself conscripting people who haven’t playtested a board game before. While the raw experience is most important, I can’t help but to think of some guidance for these people to get and give the most during the tests. Here are a few tips for anyone playtesting a game that ensure everyone walks away feeling great.