| RPGnet.com
Shannon Appelcline
October 2004
USA
As with many Out of the Box games, 10 Days in Africa
contains a number of components in a very densely packed
box.
Map: The map is a simple geopolitical map of Africa,
with the countries each labeled and painted in one
of five colors (orange, yellow, red, blue, and green).This
isn't actually a game board, but rather a reference
map for playing the game, needed to show the relationships
between the African countries.
Behind the map is a shaded back set of African symbols,
which look very nice; another set of sepia-colored
symbols encircle the board. Together they create a
very cohesive feel for the game board (something that
I thought was missing from brother-game, 10 Days in
the USA). There are also a set of rules running in
the four corners of the board which pretty much explain
the whole game: a nice touch. Finally, the board helpfully
notes which countries have duplicate tiles with a *,
though it unfortunately misses one (the Central African
Republic). The map is 4-panel and printed on solid
cardboard, with the slightly glossy, full-color map
on the front and a nice texture on the back.
Tiles: These tiles are thick cardboard, printed full
color front and back. 45 of them show countries (including
those aforementioned duplicates), each featuring the
country's name and a colored depiction of the country's
shape (matching the shape & color on the map).
There's also a variety of information on each, including
the country capitol, population, and size. The other
16 tiles show transportation: 6 automobiles, and 10
planes (two per base color).
Although these cards nicely portray their information,
they're also quite plain.
Tile Holders: There are eight tile holders in all,
two per player, one labeled days 1-5, the other 6-10.
Each one is plain wood and has brown lettering inlaid
into the wood. They're sturdy, high quality, and nicely
match the overall African feel of the set.
Rule book: A 4-page book, printed on high-gloss cardstock.
The rules include ample illustrations and examples
and are easy to follow.
Overall, the components in 10 Days in Africa are all
very high quality, and very well themed for the African
continent. However, they're also quite plain as well,
which is a pity. On sum I've decided to give the game
a"4" out of "5" for Style: quite
nice (and slightly better than the USA game, which
wasn't quite as cohesive component-wise).
The object of 10 Days in Africa is to arrange a group
of 10 tiles depicting countries and modes of transportation
in order, from day 1-10 on your rack.
Forming a Trip: In order to win 10 Days in Africa,
you have to create a 10-day trip, which is to say you
have to put together a coherent set of 10 tiles.Here's
the general rules for a legal trip:
It must start with a country and end with a country.
If a country is next to a country on your rack, they
must be adjacent to each other on the map.
A car may be substituted for any country; it's essentially
a wild card.
An airplane may be placed in between two countries,
if they and the plane are all the same color (e.g.,Angola
is yellow and the Central African Republic is yellow,
so you could play Angola-yellow plane-Central African
Republic).
They give an example of a 10-day trip in the rules,
which goes like this: orange Ivory Coast; car substituting
for Burkina Faso or Mali; red Niger; red plane; red
Zambia; blue Tanzania; orange Mozambique; orange plane;
orange Algeria; green Morocco. If you take a look at
your favorite Atlas, you'll see that all the adjacent
countries are indeed adjacent.
Special Rules for Africa: This game is part of a series
of "10 Day" games, and thus far each of the
games has had a few variant rules. This has one: duplicate
countries.
As already mentioned, there are duplicates of 6 African
countries. They're all running down the center of Africa,
and thus they overall make it easier to complete trips.
You can even use both tiles from the same country on
your trip if you want, but they can't be next to each
other. Presumably you could drive from a country back
to itself via a car, though that seems a bit flaky.
Setup: A draw pile of tiles is initially placed to
the side of the map. Each player grabs a pair of racks,
then fills it with tiles, in any order, one at a time.
Each new tile must be placed in an empty slot; there's
no moving things around. Once each player has placed
their first 10 tiles, the top three cards from the
draw pile are then placed face up to create three discard
piles. Play then begins.
Order of Play: Each turn a player takes two actions
during their turn:
- Draw a Tile
- Place the Tile
Draw a Tile: The player draws a tile either from the
draw pile or from one of the three discard piles.
Place a Tile: The player then either discards the
tile he drew or else places it on his rack. In order
to place it on his rack he must replace a tile already
there, discarding the previous tile.
A discard may be played to any of the three discard
piles.
Note that there is no opportunity to rearrange tiles
once you've put them on the rack (except for discarding,
and then picking up in a future round, a very dangerous
activity). You only get to replace old tiles with new
ones, and thus you need to have made a good set of
initial placements, then slowly improve them.
Winning the Game: When a player completes a full 10-day
trip, he then pushes over his racks, proudly displaying
his trip to his competitors, and wins the game.
Relationships to Other Games
Rack-O (1956) is the oldest game that I'm aware of
in this particular genre. There, you try and organize
10 cards in an ascending order in your rack, with very
similar game play. I'm not aware of other games that
use racks, until Moon & Weissblum's games.
You could probably also call these games close relatives
to Rummy games, since 10 Days' trips aren't too distant
from Rummy sequences.
Moon & Weissblum originally published this game
as Europa Tour, which was based on a European map,
and only published in Germany; they quickly followed
up with 10 Days in the USA and 10 Days in Africa, both
published in the US by Out of the Box. More 10 Day
games appear to be planned, if the Internet rumor mill
is any good.
The Game Design
10 Days in Africa is a very simple game.
On the good side of the game design, I
find the play fast, simple, and enjoyable. There's some real opportunity
for strategy, particularly in the setup round where
adroit placement can give you a good lead, and later
on, when careful selection of good countries with lots
of adjacencies can help you out a lot. The strategy
level is actually quite good for a game of this length
and weight.
10 Days in Africa is probably a little easier to play
than its USA kin, because of those duplicate tiles.
If you center your trip around those central countries,
it's easier to count on drawing one.
On the bad side there's a high random factor in the
game, and the discard piles just aren't as useful as
they appear (since there's little chance that you'll
ever get back a discarded tile if you're playing against
serious players, who should always "cover" whatever
the last player played).
On the whole, I've quite enjoyed every game of 10
Days in Africa I've played, about 3 or 4 so far (plus
another half-dozen USA games) and I think the balance
of randomness, strategy, and length is top-notch, so
I've given it an above average "4" out of "5" for
Style.
Conclusion
10 Days in Africa is a good filler game that balances
a decent amount of strategy with a light, fast-paced
game play. I like it slightly better than the USA release,
because the components are more cohesive, the game
play is slightly simpler, and it's neat learning about
the geography of somewhere that I have just almost
no familiarity with. Like its USA kin, this game will
probably be good for teachers if they happen to be
teaching African geography (any yet it's not just an
educational game).
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