| East Tennessee
Gamers
Greg Schloesser
January 2006
USA
In early 2003, Schmidt Spiele released Europa Tour,
a game designed by Alan Moon and Aaron Weissblum. In
my review, I described it as “Rack-O with a geography
lesson”. Although the game was short on strategy – as
is Rack-O – I still found it to be quite
enjoyable, particularly in a family setting or as a light filler
between meatier games.
Shortly after the game’s release, Out of the
Box announced that it would be releasing two new versions
of the game, both set in different geographical locations:
Africa and the United States. Now, nearly two years
after their release, Out of the Box has introduced
a third installment in the series: 10 Days in Europe.
Since all three games utilize essentially identical
mechanisms, I thought it would be wise to discuss the
entire series in this review. I’ll mention the
differences between the versions where appropriate.
You may also notice that much of the description of
the games’ mechanisms is similar to that used
in my review of Europa Tour; no sense reinventing the
wheel! Well, unless, of course, you happen to be Goodyear!
The comparisons to Rack-O are inescapable. However,
instead of attempting to get numbers in the correct
sequence, players must plan a cohesive and logical
vacation through the countries of Africa / Europe /
U.S.A. This vacation will be planned by each player
on their private rack, into which they will place the
country and transportation cards in attempts to form
a logical path for their whirlwind tour.
The racks in the Out of the Box versions are constructed
of sturdy wood. This gives the game quite a bit of
weight. They are linear as opposed to the curved plastic
racks in Europa Tour, so they do occupy a bit more
table space. Still, the feel of those hefty racks is
quite nice!
The tiles, too, are very thick and nicely illustrated.
The tiles in the Europe version were initially stuck
together, and took a bit of work to separate. Fortunately,
they were not marred. Each tile contains a snippet
of information about the country or state, including
its capital, population and geographical size.
Unlike the board in Europa Tour, which was so small
that it made it difficult to distinguish the various
countries, the maps in the Out of the Box versions
are large and colorful. The various countries are easily
distinguishable, with the colors used being bright
and very distinct. Not all of the countries in Africa
or Europe are depicted on the map, with several of
the geographically smaller nations being deliberately
omitted to better facilitate game play. None of the
50 states in the U.S.A. version were omitted, although
future expansions may delete California and Louisiana,
as they are both likely to slide into the sea sometime
in the near future!
On all three maps, the countries and states are divided
into various groups by easy-to-distinguish colors.
Missing is the delightful cartoon artwork that was
endemic to each of the countries in the Europa Tour
version. Granted, that likely would have cluttered
the boards a bit, but it was amusing trying to figure
out the meaning of each of those drawings.
Countries (or states) can be connected in one of three
ways:
Land: If countries / states are geographically adjacent
and share a common land border, then they are considered
adjacent. In the Europe version, there are lines connecting
a few countries that are separated by a narrow sea.
For example, England and France are connected in this
fashion, apparently in recognition of the “chunnel”.
Air: If two countries / states have the same color,
they can be connected by an air route, provided a player
places an airplane card of the same color between the
two countries on their rack.
Car: Any two countries / states can be connected by
car, provided there is one intervening country or state
that shares a common border with both of those countries
or states. For instance, a player can travel from Texas
to Kansas by car, since Oklahoma shares a border with
both of those states. Of course, a player must place
a car tile in their rack between the Texas and Kansas
tiles.
Ship: The new Europe version does not contain cars.
Rather, it contains ships that can traverse one of
three seas: Atlantic, Mediterranean or Baltic. Any
two countries that border the same sea can be linked
by the appropriate ship.
The game begins with each player randomly drawing tiles
one-at-a-time from the face-down stacks until their
racks are filled to the ten tile capacity. As in Rack-O,
a player may not move tiles around within his rack.
Once they are placed, they will remain in that position
unless discarded on a future turn. The challenge, then – and
the frustration – is to get them into the proper
sequence.
From the remaining tiles, three are revealed and form
the “draw” piles. On a turn, a player may
select one of the three face-up tiles, or take the
top card from the face-down draw pile. He must then
discard a tile from his rack and replace it with the
newly drawn tile. Or, if he so chooses, he may simply
discard the tile he just drew.
The idea is to form a connected network of countries
/ states. Countries (or states) that share a land boundary
need no intervening form of transportation between
them. However, if a player wishes to travel by air
between two countries, these countries must be of the
same color and a player must play a plane card of the
same color in his rack between those two tiles. There
are only two plains of each color in the mix, so this
can be tricky. If a player wishes to travel by car
between two countries or states, the player must place
a car tile between those two countries or states. Remember,
there must be an intervening country or state between
these two which shares a common border. Car tiles are
not color-sensitive. Since many countries and states
share common borders, it is possible to reach numerous
other countries or states via the use of an automobile.
Thus, these tiles are very valuable and should be scooped
at every opportunity. They rarely go to waste. Ship
tiles work in a similar fashion, but the ships are
limited to specific seas as listed on the tiles.
The first player to complete his vacation by logically
connecting all ten tiles on his rack is victorious
and enjoys the fruits of a will-planned vacation.
My summary of these three games is the same as that
of Europa Tour. These new versions are not rocket science.
There are no deep levels of strategy or numerous tactics
to be employed. That doesn’t mean, however, that
they are completely bereft of strategy. One should
place tiles so as to keep as many options available
as possible. For instance, in the Africa game, placing
Chad of the Democratic Republic of Congo near the center
of your rack is usually a wise move since these are
connected by land to numerous other countries. Madagascar,
on the other hand, is much more restrictive, with only
two land connections. So, spot the countries that give
you the most options and try to utilize these in your
rack.
Further, when discarding a tile from your rack, you
are usually free to discard it atop any of the three
revealed stacks of tiles. Try to cover tiles that you
don’t wish to use, but which may be beneficial
to your opponents. This will thwart their plans and
often force them to completely rearrange their itinerary.
As in Europe Tour, there is certainly a degree of frustration
involved. It can be quite maddening to never have the
tile or tiles you need surface, or to have them scooped
by an opponent before you have the opportunity to grab
them. Often, you find yourself being forced to re-plan
your itinerary, which is time consuming and fraught
with its own perils. And, there is always this nagging
feeling that your opponents are one step ahead of you
in the rust to complete their vacation plans. These
elements are what makes the game “click”,
however, and help make the game quite enjoyable and
moderately tense.
The game can be played with 2 – 4 players and
is quite enjoyable with any number. With two players,
however, it is a bit more strategic, as you can plan
your discards and control your tile choices with a
bit more certainty. Maneuvers can be made wherein you
discard a tile, only to pick it up on your next turn
in order to position it in your rack more advantageously.
With 4 players, this tactic is much more difficult
as the likelihood that the discarded tile will be taken
or covered by an opponent before your next turn arrives
is far greater.
However, there is no escaping the fact that, like Europa
Tour, these versions are primarily light, family games.
Don’t enter it expecting it to rise to the same
level as meatier games such as Age of Steam or Puerto
Rico. Rather, these games are much more appropriate
in family gaming situation or as light fillers. Further,
there is a healthy dose of luck involved, and some
folks might find this aspect not to their tastes. I’ve
always enjoyed Rack-O, however, so I can enjoy any
of the ”10 Days” games for what they are:
Rack-O with a geography lesson.
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