In the distant future, civilization as we know it is crumbling.
After decades of increasing reliance on the free market, governments around the world are struggling to stay afloat among mounting troubles: food shortages, rioting, global warming, and the threat of invasion. The world’s population is in revolt, and for most, the future is uncertain.
But hope is by no means lost: a select few corporations, each with their own militias, landmasses, and societies, step forward to offer those displaced by conflict and famine a new beginning. They provide jobs, homes, education, and respite from the outside world. They build vast ‘Safe Zones,’ and offer ‘Sponsored Citizenship’ to those who can contribute: whether it’s behind a desk or on the front lines protecting their newfound borders.
Before long, the biggest four corporations – Ares, Zafar, Vestus, and DAIA – begin to ‘recover’ land once owned by since-fallen nations, marching mechs and men into decimated cities to support their respective colonies. With the people on their side, the corporations slowly begin to replace the idea of a nation altogether.
But the dust has not settled: in this new world of aggressive expansion, rampant ideology and almost wholly mechanized warfare, allegiances are only temporary, and every weakness in the competition brings the opportunity of bigger profits, broader horizons, and happier people.
Developed over 8 years by veteran wargamer Jamie Jolly, Farsight offers a rich and fresh take on the world of war-gaming: combining fog of war mechanics, hidden units, dynamic and interactive terrain, and unpredictable events, into a simple and fluid system that will appeal to newer gamers and hardened tacticians alike.
Players control one of the four dominant corporations, in a campaign to control a sprawling map of forests, mountains, lakes, and tactical objectives. Everything from positioning to weather to terrain is crucial to succeeding in combat, ensuring a tactical implication of every move.
In the design of Farsight, a key goal has been giving players the freedom to be creative: unlike games with pre-written strategy cards or restrictive paths to victory, Farsight gives you the power to play how you want. Whether it’s tailoring the rules to your desired play experience or skill level, creating custom armies to enhance your planned strategy, or adapting tactics from history for use in-game, Farsight puts players firmly in control from start to finish.
During the game, players deploy and control two distinct types of unit: Battlefield Units – such as infantry, armoured mechs, artillery and towering ‘Prototypes’ – and Specialists – such as Spies, Saboteurs, Seers and Assassins.
Battlefield Units are deployed directly to the map: engaging with the enemy, using the terrain to their advantage, taking casualties, and reacting to battlefield events such as blizzards or fog. They’re the bread and butter of any army: capturing the objectives needed to win the game, and defending your territory from the enemy.
Specialists, whilst much more subtle, are just as crucial to victory. Deployed to the shadowmap (a hidden board that relates to the map itself,) Specialists do not move, but offer unique abilities, such as predicting events, sabotaging enemy units, spying on your opponent, or hunting enemy specialists.
Information is a big step towards effective strategy: battlefield units are deployed face-down, appearing as mere blips on the radar until they are engaged or spied upon. Deploying spies to reveal enemy units early on allows you to plan ahead, intercepting powerful units and maneuvering to destroy their supports ahead of time.
Once you’ve held 8 bases for a whole turn – or the 3 closest bases to the enemy for one turn – your corporation claims their dominance, and has won the battle… for now.
With plans for an expansive and interactive online campaign series, telling an evolving story and giving you new ways you use your core set, Farsight is set to be a grand new adventure for all of us here at Braincrack, and for all of you as well.