| 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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Days in Europe Reviews page |