Compare/Head to head

Fantasy Realms vs Faraway: Which Should You Buy?

If you're shopping for one small card game to live in your bag, these two keep ending up in the same cart. They're almost suspiciously similar on paper. Both play 2-6, both wrap up in well under half an hour, both fit in a coat pocket, and both have real award pedigree (Fantasy Realms got a Kennerspiel des Jahres nod, Faraway won the As d'Or). They're also both hand-management puzzles where interaction is thin and the fun lives inside your own head.

Here's the difference that actually decides it. Fantasy Realms pays off on game one. You draw, you discard, and a junk hand turns into a 200-point monster right in front of you. Faraway makes you work for it. You play your row of cards forward and score it backward, and your first game genuinely will not click. One is instant gratification, the other is delayed gratification, and knowing which kind of player you are settles this whole thing.

Card Game / Combo Filler2017
Fantasy Realms board game box art

Fantasy Realms

2017 · Bruce Glassco

3.63.6 out of 5

One of the best fillers ever made. It's tiny, it's fast, and the combo payoff feels way bigger than the rules deserve. Just download the scoring app.

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Card Drafting2023
Faraway board game box art

Faraway

2023 · Johannes Goupy and Corentin Lebrat

3.63.6 out of 5

A tiny box with a genuinely original scoring twist that punches way above its size. Give it two or three plays before you judge it, because the first one won't click.

Check Faraway on Amazon

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Head to head
Fantasy Realms
Faraway
Rating
3.6/5
3.6/5
Players
2-6
2-6
Play time
15-20 min
15-30 min
Complexity
Light
Light-Medium
Category
Card Game / Combo Filler
Card Drafting
Best for
Combo lovers who want a fast, thrilling points explosion
Puzzle fans who enjoy having their brain gently broken
Strengths and trade-offs

Fantasy Realms

  • The combo-building is genuinely thrilling: a sad hand becomes a 200-point monster in a few draws
  • Tiny box, 15-20 minute runtime, perfect as an opener, closer, or filler
  • Easy to teach, hard to master, and every card feels distinct and thematic
  • Manual scoring is fiddly and slow enough that the app feels mandatory
  • Card luck is real, and a cold draw can leave you watching others combo off

Faraway

  • The reverse scoring is genuinely fresh, not a gimmick bolted onto a familiar engine
  • Plays in 15 to 30 minutes and the box is tiny, so it travels anywhere
  • Cards do double duty as resources and points, so every pick is a real squeeze
  • The first game won't click, and some groups need two or three plays before it does
  • Card luck and the draft pool can quietly sink a good plan
  • Almost no player interaction beyond fighting over Sanctuary cards

Fantasy Realms and Faraway both sit in our Family list. See the full Family ranking to find where each one lands and what else is worth a spot on your shelf.

How they actually play

Fantasy Realms is about as simple as a card game gets. You hold seven cards, and on your turn you draw one and discard one into a shared face-up pool. That's the entire rulebook. The game lives in the cards themselves, where each one belongs to a fantasy suit (Army, Flood, Wizard, that sort of thing) and carries a base value plus a tangle of bonuses and penalties that fire off what else you're holding. The joy is watching a sad starting hand slowly get wired into something that scores absurdly high. And that face-up discard pool adds a lovely little wince, because the card you toss might be exactly what your neighbor was praying for.

Faraway asks more of you, and in a sneakier way. You build a row of eight cards from left to right over the game, then score them in reverse, last card first, where a card only counts the icons already revealed to its right. So the order you play in and the order you score in are fighting each other the whole time. Low numbers early get you better picks, high numbers get you the payoff, and every card does double duty as both resource and points, so every single pick is a real squeeze. Where Fantasy Realms hands you the fun immediately, Faraway makes you earn it by thinking backwards.

Complexity and learning curve

This is the biggest practical gap between them. Fantasy Realms is easy to teach and hard to master, and your table will be having fun within the first few draws. The one wrinkle is scoring. Adding up all those bonuses and penalties by hand is fiddly and slow enough that the free scoring app feels mandatory, so just download it before game night and you're golden.

Faraway carries an honest warning label instead. The first game will not click, full stop, and some groups need two or three plays before it does. Brains trained on years of forward-scoring card games tend to turn to mush when the scoring runs in reverse, and one planning slip can leave a key Wonder face-down and worthless. That's not a flaw so much as the price of admission for something genuinely original. If your group gives new games a fair second chance, it's worth it. If they judge everything on play one, Fantasy Realms is the safer teach.

Replayability and table presence

Both games have real staying power, but for different reasons. Fantasy Realms is a near-perfect filler, the kind of game players wear their copies out on. Fifty-three cards that all feel distinct and thematic mean the combo puzzle stays fresh, and the 15-20 minute runtime makes it a perfect opener or closer at any count from 2 to 6. The honest catch is card luck. A cold run of draws can leave you limping to the finish while everyone else combos off, and there's not much you can do about it that night except shuffle up again.

Faraway's replay hook is that it keeps rewarding you as your brain adjusts. The reverse scoring is genuinely fresh, not a gimmick bolted onto a familiar engine, and the second and third plays are better than the first. It has its own luck problem, though. If the draft pool won't feed your plan, you can do everything right and still come up short. And know what you're getting socially. Interaction in Faraway is nearly nonexistent beyond elbowing over Sanctuary cards, while Fantasy Realms at least gives you that shared discard pool tension. Neither is the game for a table that wants to mess with each other. The theme is paper-thin in Faraway too, so come for the puzzle, not a story.

The verdict

You honestly can't go wrong here, which is why this comparison is tricky. Buy Fantasy Realms if you want a filler that works on the very first play, teaches in two minutes, and delivers that giddy rush of turning garbage into a points machine (just grab the scoring app). Buy Faraway if you want something more original and a touch chewier, and your group is patient enough to give it the two or three plays it needs to click. Groups that mostly play openers and closers with mixed company should lean Fantasy Realms. Puzzle-hungry couples and small groups who love a fresh mechanism should lean Faraway.

Fantasy Realms is the crowd-pleaser that shines on play one, Faraway is the original thinker that shines on play three.