
- BGG rank
- BGG #25,967
- BGG rating
- 6.0
Hair of the Dog
- 1–8 players
- 30–60 min
- Complexity 2.0/5
- 2023

Rules assistance for Far Away: Corporate Espionage
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

What would you like to know?
Answers come from the official rulebook, with the page to check.
Far Away: Corporate Espionage is an expansion for Far Away released in 2026 for 2 players, 90–150 minutes per game, and ages 13 and up. It was designed by Alexander Jerabek and its main mechanics are Role Playing, Modular Board, and Cooperative Game.
Far Away: Corporate Espionage Continue Far Away's two-player, cooperative planet exploration with a new set of missions. Subvert megacorporations on behalf of your mediocre space government. Far Away: Corporate Espionage (FA:CE) adds brand new missions and plenty of new challenges. The primary addition is that of nanobots: a new AI system to control the creatures. Explorers can swap in and out the ROLEPLAY system from the base game with a new dice-based AI system. Other new additions and challenges include: New terrain: Hollow. Explore underneath the planet surface to discover rare resources and exotic deathtraps. New game mode: GREEN Act. Embrace sustainability through limited resources and limited species extinction. New landmarks, injuries, artifacts, and ways to disappoint your manager. Things Legal doesn’t want to commit to. The Corporate Espionage Division The Federation Alliance’s Corporate Espionage (FA:CE) division is being developed after the unexpected success of the Far Away program. We need more options for those thousands of explorers who signed up to explore the cosmos, despite safety warnings and several negative reviews that may or may not have missed the point of the Far Away program. You are now eligible to participate in trial missions that advance Federation interests that the expense of autonomous super-corporations. Embrace the growing wave of economic populism and combat the growing extra-governmental authority exuded by corporate entities. New Missions Members of the Corporate Espionage program have access to nine new missions. These will test your abilities beyond the expectations of replacement-level contractors. New challenges include: Controlling explorers simultaneously in physical and digital worlds. Corralling flying pods with manual dexterity. Outmaneuvering genetic monstrosities to save ecosystems. Avoiding catastrophic weather such as gas winds and volcanic waves. Designing a better AI system than a major tech corporation. AI Controls Far Away creatures traditionally use the ROLEPLAY system to provide the counterpart to the explorers’ actions. FA:CE includes nanobots that provide AI-driven systems for creatures. Simply replace the creatures’ free will with a new AI CARD and roll a DIE to determine what they do. Use this new purely deterministic system or hybridize it with the ROLEPLAY system to boost your morale for the next mission. Corporate Competition FA:CE introduces a pair of missions that pit pairs of explorers against each other. Explorer teams from the Federation Alliance and Conglomerated Enterprises will be given separate missions to accomplish on the same planet. Can both groups succeed? Quite possibly, but given the precision and tactics required, it’s far more likely both will fail. Hollows FA:CE explorers are frequently discovering cave networks on new planets. Exploration of these systems requires specialized DICE and bravery. Your expansion module comes with the DICE. Push your luck to gain an advantage above ground, possibly through the new resource of GEMs. GEMs combine with standard resources to exceed the limits of default explorers. Expanded Universe Discover new landmarks, anomalies, creatures, and horrific injuries as you continue your mission to find steady employment.
Far Away: Corporate Espionage supports 2 players according to the catalogue. This is the publisher’s listed player count, so the game is designed for exactly that number of participants. Variants for other group sizes, if any, are described in the rulebook of your edition, so check it before setting up a different configuration.
The listed playing time for Far Away: Corporate Espionage is 90–150 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Far Away: Corporate Espionage for ages 13 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Far Away: Corporate Espionage belongs to these categories: Exploration, Adventure, and Science Fiction. Its main mechanics are Role Playing, Modular Board, and Cooperative Game. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Far Away: Corporate Espionage are: Alexander Jerabek. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Far Away: Corporate Espionage as an expansion for Far Away. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need Far Away to use it. Check that your edition of Far Away is compatible, as some expansions were revised between editions.