| Game Wire
Review
Patrick Korner
March 2004
USA
Have you ever wanted to travel to Africa? Maybe gaze
up in wonder at the pyramids? Ride the Blue Train? A
trek up Mt. Kilimanjaro would be fun, or how about a
Kenyan safari? Well, courtesy of Out of the Box Publishing,
here’s your chance to do exactly that –
or at least imagine it! 10 Days in Africa, the latest
entry in the company's 'GeoPlay' line, takes Alan R.
Moon and Aaron Weissblum’s EuropaTour game (itself
an upgrade on the venerable Rack-O) and shifts its focus
to a more exotic African locale. The result is highly
enjoyable and, dare I say, even educational. Wait! Before
the painful images of other ‘educational’
games foisted upon you in years gone by come to mind,
read on and see what this game is all about…
Description
10 Days in Africa is wonderfully simple. There’s
a board, which (surprise, surprise!) depicts the African
continent. Each clearly-marked country is in one of
five different colors: blue, green, red, yellow and
orange. To go with the board, there are a series of
cards – one for each country (except a few key
central ones like Chad and Niger which have two) as
well as Jeep and Airplane cards.
The object of the game is to arrange a set of 10 cards
such that you can make an uninterrupted trip over all
10. The trip has to start in a country (not a Jeep or
an Airplane) and has to end in one too. In between,
you can do whatever you feel like – within reason.
The easiest connection is between two adjacent countries
– get those sitting next to each other on your
rack and you’re home free. Other ways of getting
around include using a Jeep to link two countries separated
by a third (i.e. you use the Jeep to ‘pass through’
the middle country) as well as using an Airplane to
travel from any country to another of the same colour.
To keep things interesting, the Airplanes are colour-coded
too – you’re only allowed to use a red plane
to fly between two red countries, for example. The first
player to finish his/her trip wins the game!
To start the game, each player draws 10 random cards
and places them onto their racks in the order drawn
– no ‘arranging’ your cards to make
life easier! Once each player has their cards, the remaining
cards are put in a face-down pile next to the board
and the top three cards turned over. Those three cards
form the start of the three discard piles. That’s
it for set-up; you’re ready to play.
Gameplay is equally simple: On your turn, you get
to draw a card. You can take the top card in the pile
or you can pick the top-most card from any of the three
discard piles. You then replace one of the cards in
your rack with the freshly-drawn card; the unwanted
card goes into whichever discard pile you choose. That’s
all there is to it. Play continues until someone finishes
their route, at which point the inevitable calls for
a rematch ensue.
Comments
First things first: I think this is a fantastic game
for two, a reasonable game for three, but only a mediocre
game with four. So while I wouldn’t hesitate to
recommend the game to anyone looking for a two-player
diversion, I’d have to caution anyone hoping to
play this against more than a single opponent. The problem
is that the longer you have to wait between turns, the
more likely it is that the one card you’re desperately
hoping for will get a) grabbed by someone else or b)
covered up on a discard pile by someone else. Since
there really isn’t anything you can do between
turns, getting shut out of what you need makes for a
very frustrating game experience. This problem essentially
disappears with two, making the game a lot more fun.
It also makes it a lot faster (a typical two-player
game lasts about 15 minutes), which lets the luck of
the draw get evened out by playing a ‘best of
three’ or ‘best of five’ series.
In the past, I’ve been critical of Out of the
Box for their decidedly ‘low-tech’ approach
to artwork and graphic design. Simple art and primary
colors work well for preschoolers, but I’ve always
felt that adult gamers deserved more adult-friendly
artwork. Well, 10 Days in Africa is an example of getting
it right. Using actual photographs on the box makes
the game look much more inviting, and the minimalist
artwork actually suits a geography game just fine –
it looks like you’re playing on a map, which is,
I think, the point. My only quibble is that the yellow
and orange colors look a little too much alike –
certainly nothing to impact game play in a big way,
but worth noting nonetheless. Thankfully, none of the
dozen-plus games I’ve played with my wife have
ended in "But that’s the wrong colour plane,
dear" chaos!
Speaking of components, the card racks are nice sturdy
wooden ones that put the flimsy plastic ones turning
up in other games these days to shame. They’re
even etched with ‘Day 1’, ‘Day 2’,
etc. A very nice touch that’s unexpected considering
the very reasonable price of the game. The card stock
used for the cards is nice and thick, too, which should
keep the game looking great over repeated plays. Kudos
to Out of the Box for doing a very nice job with the
bits.
Bet you were wondering when I’d get around to
the ‘educational’ part of the game, no?
Well, apart from learning where the various African
countries actually lie (okay, African countries circa
2004 – names and political boundaries are pretty
fluid in that part of the world), each country card
includes basic information about the country: its population
as well as the name / location of its capital city.
Want to know which country’s capital rejoices
in the name Ougadougou? Play the game. 10 Days in Africa
is simple enough for most youngsters to pick up pretty
easily, and in an age when many school-age children
can’t even find their own country on a map, teaching
them something about political hot spots like Somalia
and Rwanda is nothing to sneeze at.
Conclusions
For me, 10 Days in Africa is one of the strongest
entries in Out of the Box’s line-up. Its companion
game, 10 Days in the USA, is also worth checking out,
but the African setting made this game the winner in
my eyes. The combination of enjoyable
game play, quality components and reasonable price is
hard to beat. Quick and fun, 10 Days in Africa
would make a worthy addition to any collection.
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