I've recently bought the second expansion for Faraway.
It's an odd game in the first place, and I have to admit that
some of my enjoyment comes from my memory of my very positive first
experience of it. But also I'm a sucker for games that demand a
slightly unusual mode of thinking, and the basic approach of laying
down forwards a scoring tableau that will be evaluated in reverse is
one that appeals.

This is the second "packet" expansion, with 15 large cards. They share
numbers with existing cards; they always count as larger in a
tie-break. But most importantly, they aren't flipped before scoring;
and neither is any card in your tableau that shares a ones digit with
them. This provides another hard decision during the drafting phase.
There are also new scoring criteria. Most are obvious, but the 15, 21 and
38 require you to destroy a small ("Sanctuary") card in order to score
their fixed value. This introduces even more decisions.
I'm not sure whether I'll use these in introductory games, but I think
many players should be able to manage, and I enjoyed my first game
with them enough to go from slight dubiety to immediate purchase.
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