Near and Far

2017 · 战斗

Near and Far

Four wanderers race across varied maps in search of a legendary city said to contain a wish-granting artifact. Players manage resources like food and equipment, recruit companions in towns, and outfit themselves for encounters with bandits, living statues, and rusty robots. Movement and exploration resolve on modular boards; random and scripted encounters come from a book of stories that a player reads aloud, presenting choices that shape each character’s tale. The campaign unfolds over multiple linked chapters, with each session played on a new map and new narrative episodes that build toward the final ruin.

人数
2–4 最佳 3 人
游戏时长
90–120 分钟
年龄
13+
复杂性
2.9 / 5
6.4 来自 Ludoya¥401.79 起探索冒险点对点移动成套收集场景/任务/战役类桌游

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212
已记录对局
148
玩家
1h 16m
平均时长
95
收藏数
20
愿望清单数

6.4/10

基于 25 条 Ludoya 评测

  • Evan4.6

    Really solid. This felt like a major improvement over Above and Below. The euro elements were better integrated into the adventuring theme, as the worker placementy town visits function as adventure prep. Each player gets a small character sheet, so when you have an encounter, it has the chance of giving you a connecting quest you mark on your sheet for your next encounter opportunity. This gives each player a cohesive plot arc. The game also gives you a budget of "hearts" which are points you use to either move extra spaces, stake claims on the map for points, or most crucially you can spend them freely to increase your dice results so there's solid luck mitigation. The other cool thing is in campaign mode, you save your characters session to session, and there's a book of maps where each game you play on a different map until you've played 10 times. Of course the concern there is that you'd need to have a consistent group across those sessions. However, leveling isn't so complicated that we couldn't fudge it and start a new character at the level of the others if we wanted to. If you didn't want that, the game has two other, different modes, "Character mode" which is about completing your own personal plots, and then a random encounter mode for a more similar questing experience to above and below. Each of which has it's own section in the encounter book, so you'll get a different story experience by playing each of the different modes. :star: Art, Iconography and components functional :star: Clever or interesting mechanisms :star: Reasonably low downtime between turns with mildly AP players :star: Multiple plays stay interesting :star: Low or mitigatable luck elements :star::star::nostar::nostar::nostar: Raw enjoyment

  • Rob Millward8.0

    Nice theme, great world and setting, pretty straight forward rules that are easy to follow. A lot of fun to play

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规则问题

由 Ludoya 的规则助手根据规则书回答。

When do I reset my hearts — only when I leave town or every time I move onto the map?

You reset your hearts only when you leave town (arranging your party and marking hearts on your heart track as you leave); if you are already on the map you do not reset hearts by moving or returning to the town space. (page 19)

Do I have to fight every threat I pass, or can I just walk by them?

You must deal with an active threat to pass it, but you can pass without fighting by sacrificing a pack bird, having an active party member with a shield, or using a treasure/world/artifact that lets you ignore threats (pay any listed cost if required). Also a threat is inactive if both adjacent spaces have camps (town counts as a camp). (page 20)

If I end my movement on a space with a quest token, do I have to attempt the quest or can I skip it? What happens if I fail?

You may choose to attempt the quest or ignore it; if you attempt you pick a choice, roll (adding skill/combat and any hearts you spend) and on success you gain the listed rewards (and a bonus if your total is 2+ over); if you fail you get no reward and the token is discarded. (pages 21–22, 24)

How do trade routes score — what if two players each have a camp on the route spaces?

A trade route scores only if both route spaces have camps; if one player occupies both spaces they get the larger journey point value, if two different players occupy the two spaces they jointly control it and each gets the smaller listed value, and incomplete routes score nothing. (pages 24–25, 28)

When can I buy artifact cards and what happens to artifact cards left in my hand at game end?

Buying an artifact is a free action you may take at any point during your turn; purchased artifacts are placed face up and grant abilities and journey points, while any artifact cards left unpurchased in hand at game end cost you −1 journey point each. (page 26, 28)

What exactly triggers the end of the game and how long do we keep playing after that?

The game end is triggered when one player places their 14th camp; play continues until the end of the current round so every player has an equal number of turns, and then players total journey points to determine the winner. (page 28)

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游戏信息(人数、游戏时长、年龄、制作人员)来自 BoardGameGeek