Near and Far is a competitive 2-4 player board game by Red Raven Games where players are searching for the Last Ruin, a city that legend says contains an artifact that will grant them their greatest desires. Players will take turns preparing their party in town or adventuring the countryside where they’ll experience unique events, set up trade routes, and fight off bandits, robots and other fantastic enemies.

A unique mechanic of this game is that throughout your travels, you will encounter unique stories where the player will be able to choose how they react which will make each playthrough interesting and memorable.

This video will not only teach you how to play, but you can show it to the rest of your friends so they may learn as well in a quick and efficient manner.

Below is a script you may use to teach others:

In Near and Far, we are adventurers looking for a powerful artifact that will grant our deepest desires. We do this by obtaining the most journey points (JP) by the end of the game. There are many different ways to obtain such points, which we’ll discuss at the very end.
On a player’s turn, they may do one of two things, go to a location in town or adventure outside of town.

In town there are a few different places a player may go to:
The Town Hall where they can do any and up to all 3 of either trade 5 items for 1 item, or 1 item for up to 5 other items, discard 1 artifact card, and or sell any amount of gold and gems to increase or decrease their reputation

The Saloon where you can purchase an adventurer of a specific faction for your active party per your player board, which increases your health and various skills
The Stables where you can purchase pack animals that typically increases your speed on the map and can hold treasures that provide passive bonuses
the general store which gives you one gold or the ability to draw up to 4 artifact cards
The Farm where you gain 1 food per skill symbol among your active party members, treasures and purchased artifacts, which we’ll call ATP
The Mystic, where you draw one treasure card IF you own at least one pack animal
And The Mine where if you have the appropriate amount of skill, once again based on your active party, treasures and purchased artifacts, can gain rewards based on the column and row that you’re mining in

If you go to a space in town that another player is already at, you must duel them. The active player chooses to fight honorably or dirty. Both players roll one die and adds their ATP of Swords. If the active player fought dirty, they add 1 to their combat score and 0 for fighting honorably. If the active player equals or surpasses their opponent, they earn 1 reputation if they fought honorably, and lose 1 reputation if they fought dirty. Succeeding also allows them to conduct the action of the specific location. If the active player has a lower combat score compared to their opponent, they may spend health to increased their combat score. If they fail, nothing happens to their reputation, but they go to jail and their turn ends immediately. On their next turn they may go to any town location and may choose to avoid dueling if another player is on that spot.

A player must go to a different town location each turn and cannot go to the same location that they were last turn.

If you choose to adventure when you’re in town, you recalculate the amount of health you have based on the hearts in your ATP active party, plus any bonuses according to your treasures and purchased artifacts.

You move around the map for a few different reasons:
To complete quests by ending movement on quest spots, and succeeding at either skill or combat checks, which earns you everything from coins, gems, reputation or faction tokens. [If you are playing the campaign mode, completing quests gives you experience that makes your character stronger as you progress through different sessions.]

Players are able to place camps on one of the 4 Trade Routes by ending your turn on the specific space, spending 3 health, and placing a camp token from your player board onto it. Owning both parts or half of a trade route with another player earns JP according to the map legend.
Placing camps on either the gold symbol space or the gem symbol space earns you that reward according to the number of search symbols once again from your active party, treasures and purchased artifacts ATP.

As a free action every time it’s their turn, a player may pay the costs of the artifacts in their hand, to “purchase” the artifact and gain the passive bonuses of it. Artifacts are all worth JP according to the top left of the card, and any unpurchased artifacts are worth -1 point each.

Between spaces are sometimes one of two symbols: Threats and Treasure.
If you move between spaces of threats, you will need to fight the threat that is currently face-up. You roll a die and add any bonuses through ATP swords and if you equal or surpass the threat value, you succeed, take the threat card, place a camp token on it and at the end of the game earn the JP according to the threat card. You can decrease your health accordingly to beat a threat if your roll and bonus ATP is not enough.
If you fail a fight with a threat, you end your turn on the previous space immediately.
Players can bypass threats by sacrificing a pack animal and any treasure that are attached, having a shield symbol on any active party member, or on certain treasure or artifact cards.

If you move between spaces of treasures, you draw a treasure card IF you own at least one pack animal.

If at any time camps are on both sides of a threat/treasure, it becomes inactive.
Whenever you leave a space that you didn’t start your turn on, you must pay 1 health. The benefit of placing camps, is when you leave a space that you didn’t start on that has a camp, it doesn’t cost you health, whether you own the camp or is another players.

The end of the game is triggered when the first person uses their last camp token. At this point any remaining players to the right of the player with the 1st player token takes their turn. Camp tokens are used in 3 different ways, placing camps as discussed previously on the map, after defeating threats and by mining in town.

At the end of the game players calculate points in these ways:

  • 1 point per camp token used
  • through their trade routes
  • the jp value of their purchased and unpurchased artifacts
  • the value of their threats
  • some artifacts, treasure and world cards are worth bonus JP
  • 1 jp for every 2 coins/gems, 1 jp for every faction token, and 5 JP for every chief which is automatically given to the first player that has 4 tokens of the same faction whether it be through adventurers or faction tokens.
    note: that adventurers and food are worth 0 points at the end of the game
  • if a player’s reputation is positive, they earn JP according to the scale
  • the player board has 2 bonuses, 2 JP if they used every camp token, 5 JP if they have 3 treasures which needs to be attached to their 3 pack animals

The player with the most JP wins
Ties are broken with the player with the highest positive reputation
and if a tie still persists, the player with the most coins and gems wins.