Order the Far Cry games by the year each first released. You place all 10 cards on one timeline, one at a time. You start with three lives, and ten right in a row wins a lost one back.
The cards are the main Far Cry games and a few spin-offs, and you place them by release year. Just the title is printed. You start with one game on the timeline, its year showing. Put each new card in the gap you think is right. Find the right gap and the year shows up; a wrong call still slots it into its true position and costs one of your three lives.
After a slower start, the series settled into a big release every few years, with standalone spin-offs following some of the numbered games. Those spin-offs are the trap, because their settings feel nothing like their parent games. Locations jump around wildly, from jungles and mountains to the American heartland and the distant past. Getting the numbered games right first gives you a frame to hang the rest on.
Want a longer game? On the deck tree you can tick this deck alongside any other one measured in release years and dates, and they shuffle into a single timeline together.
This deck has been played 23 times. An average run places 7.6 cards, and 85% of all placements land in the right spot. 83% of runs place every card.
The cards players get wrong most often:
The safest card is Far Cry 3, placed right every time it has come up.
Here are 10 of the 10 cards you might be dealt. Their values stay hidden until you place them.









