| International Christian
School
Board Game Club
Tom Vasel
October 2004
USA
I first heard about
10 Days in Africa and 10 Days in the USA (Out of the
Box Publishing, 2003 - Alan Moon and Aaron Weissblum)
when looking through one of the company's catalogs.
When I read how educational the game was, I immediately
had negative thoughts; as educational often equals
boring when it comes to board games. Still, the
duo of Moon and Weissblum have produced some wonderful
games, and Out of the Box had a good reputation, so
I was interested in trying them out. If the "educational" part
of the game was true, I'd have even more fodder for
my "games are educational" campaign I wage
at my school.
My initial play was a
two-player USA game with my wife. As soon as the
game ended, we immediately played another, then switched
to the Africa version. The next day, I played
the game in a multiplayer situation - several times. Again,
a few days later, my wife eagerly requested the game
one more time. Not since Lost Cities has a game
so intrigued my wife and the others I introduced it
to. I have to admit, the educational value is
certainly there (especially in the Africa version),
and the game is excellent. I prefer the two-player
version, but even with four, downtime is fairly low,
decisions are gut-wrenching, but the game is fun, leaving
one with a "just one more time!" feeling.
The game board is placed
in the middle of the table, depicting the USA with
its fifty states or the continent of Africa with forty
of its countries. Each player takes two sets of
racks - each numbered from one to ten, with slots to
place ten tiles. A stack of tiles is shuffled
and placed near the board. Starting with one player,
players draw one tile, placing it in any open slot
in their racks. This continues in a clockwise
method, until all players have filled their racks. The
rest of the tiles form a draw pile, with the top three
being turned over face up next to the stacks, forming
three discard piles. One player is chosen to go
first, with play going clockwise.
On a player's turn, they
may draw either one of the face-up tiles of the top
card from the draw pile. They then can either
place the tile they took in the rack, replacing the
tile there (which then goes to one of the discard piles),
or discard the tile they drew. Players are attempting
to complete a 10-day journey, connecting all their
tiles together. Tiles are either a country (or
state), an automobile, or an airplane. There are
several rules concerning the tile's order. - The
first and last tile must be a country (state) tile.
- Country (state) tiles may
be connected to each other if they are adjacent on
the map. - An automobile may
act as a "wild" tile, substituting for another
state (country) as long as the country it represents
is adjacent to the countries in both adjacent tiles.
- Two automobiles cannot be
adjacent. - An airplane tile
is one of five colors (red, yellow, orange, green,
or blue) matching the country tiles, which are one
of the five colors. An airplane tile can connect
to country tiles, as long as both countries are the
same color as the airplane tile. - On
the USA map, Alaska and Hawaii may be connected by
any color airplane, but that's the only way to get
to them. If the draw pile runs out, the discards are
shuffled to make a new deck, with three more cards
being laid face up. At the end of a player's turn,
if they can show that all of their ten tiles are connected
in the proper order, following the above rules, then
they win the game!
Some comments on the game...
-
Components: Both games look fantastic
with clear, easy to read maps. The colors mesh
well, and the borders are drawn well. The names
of the countries and states are clearly marked, with
arrows drawn to help easily identify the small countries
and states. The tiles are thick, glossy tiles
- a little bit less than half the size of a cassette
tape. They shuffle fairly well, and look clean
and neat against the backdrop of the racks. The
racks are excellent, although I liked the wood burned
effect of the Africa racks better. In fact,
I enjoyed all the components of the Africa map better
- OOTB obviously polished up a little after the USA
game, the one published first. Nicest of all are
four boxes on the African board, showing certain
key rules of the game. All of the components
fit in or around a small plastic insert in the small,
flat sturdy box. The
graphic design of both games includes the work of
John Kovalic (who is tremendously talented) and they
both look extremely sharp. These are games
that one can be proud of when they hit the table.
-
Rules: The
rules are simple, explained on four pages of full-color
laminated pages. The
Africa map rules are slightly simpler, since you
don't have to deal with Alaska or Hawaii, but both
games are very easy to teach and learn. The
game can be taught in less than a minute or so
(don't I always say that about Out of the Box games?)
and it doesn't take too long to get the strategies
down.
-
Strategy: There
really isn't a lot of strategy in the game, per say
- more like tactics. You
deal with the cards you initially draw, and try to
plan around them. Trying to get countries or
states in your rack that have a lot of bordering
countries and states is helpful, and some folk (including
me) ditch Maine the minute they get it, since it
only connects to one other state. The cars and
airplanes sound like they are tremendously powerful
cards, but with their restrictions they are useful
but not game breaking. I've
seen several games where the winner used only country/state
cards, but I've seen others with four airplanes,
connecting countries all over.
-
Tension: One thing
I really enjoy about the game is the tension involved. It
reminds me of two other games, Transamerica and Rack-O.
Now, I dislike both of those games, but the concepts
work better here. It seems that just before
I pull that last tile to connect all my tiles, winning
me the game - someone else does - just like in Transamerica. Unlike
Transamerica, when I win this game, I feel that it's
because of something I did. The game also reminds
me slightly of Rack-O, as players shuffle their tiles,
trying to get them in the proper order. However,
the choices of tiles to draw (the face-up card mechanic
is one of my favorite, a Moon classic) put the choice
in my hands. Re-arranging tiles is possible,
by discarding a tile, and hoping it's still there
when your turn arrives again. I've tried this
in several games, but often the tile is taken by
someone else or covered by another tile. This
is annoying, but it's a risk player's should realize
they are taking. I've
just gotten to the point where I never bank on
getting one of my tiles back.
-
Fun Factor: The game is
a lot of fun but is a silent affair, usually - except
the cries of anguish when another player has announced
their victory. Players are usually staring
hard at the board, puzzling how to best get their
tiles in the order they want. This is a quiet sort
of fun and may not appeal to everyone, but the
game is so absorbing that everyone I've played
with doesn't mind.
-
Africa or USA?: If you can only
get one of the two games, I would recommend Africa. The
rules are easier, the components are better, and
the countries are less known, making it more interesting. The
USA version, however, is more difficult. There are
multiple cards for some of the African countries,
but only one of each US state. Still, both games
are excellent; and if one is enjoyable, I would recommend
picking up both, as they can be a nice change of
pace. I'm
hoping that other maps are released - possibly
with small variants.
Whenever I type a review, I lay all the components
of a game out in front of me to better reference the
game. When my wife passed by, she stated that
just seeing the game out made her want to play it again.
That, my friends, is a rare occurrence, and is solidifying
my opinion that this is one of
the best two-player games on the market right now. It runs in a short
amount of time and is simple yet engrossing. It
really does help one learn geography in both continents
and looks really good when set up on the table. If
there is a game that will help us introduce this great
hobby into schools, then these two are that game. If
you get a chance, pick this one up. It's not a
rip-roaring party game, but a quiet, quick one full
of fun.
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