| Abstract Games
Kerry Handscomb
Winter 2003
Canada
10 Days in Africa did not seem like much of a game
when I first looked at it. After all, the sole purpose
of the board is as a map, and all the play of the game
happens with the deck of cards, or tiles, showing African
countries. Since the cards contain capitol cities and
population numbers, I assumed it was a game for the
classroom. I should have realized there was more to
it because of the usual quality of Alan Moon's games
as well as the Out of the Box line in general. (10 Days
in Africa, incidentally, is reminiscent of Elfenland,
another journey game by Alan Moon.) At the end of one
evening four of us, not all avid gamers, we casting
around for a game to play that was simple and quick.
We gave 10 Days in Africa a try, and everyone one was
pleasantly impressed.
The board is a map of Africa, with the countries colored
in one of five colors. The deck consists of 60 thick
cards, or tiles; 45 of the tiles have countries marked
on them; the remaining 15 contain either a neutral colored
automobile or an airplane in one of the five colors.
The remaining equipment is, for each player, a rack
with ten spaces, representing 10 days, into which the
tiles can be fitted.
The objective is to get ten tiles arranged in one's
rack giving a coherent itinerary for a ten-day journey.
The two countries next to each other are connected because
one can simply "walk" from one to the other,
two countries with one country separating them can be
connected via an automobile tile; lastly, any two countries
of the same color can be connected by an airplane tile
of that color.
The game starts with each player selecting ten tiles
randomly and placing them one by one is his rack. Once
a card is placed in the rack it cannot be moved. In
the second phase of the game the players take turns
to draw a tile, replace one of the tiles on their rack
with a new tile, and discard the unwanted tile. There
are three face-up discard piles and one face-down draw
pile. A player can pick a new tile either face down
or from one of the three face-up discard piles.
It seems like a very simple game with little interest
until you actually play it. Then you realize it has
the character of a tricky interactive puzzle. I quickly
became apparent that the secret to success is flexibility.
In other words, a player who can complete his journey
with any one of four cards has an obvious advantage
over a player who needs one specific card. One trick,
therefore, is to place airplane tiles or automobile
tiles in the second or ninth-day positions. Then the
first and tenth-day positions may be filled by a variety
of choices. In fact, it is probably best to start with
solid connections in the middle portion of the journey
and work outwards. The necessity to maintain flexibility
reminded me of very much of the strategy required in
games like Gin Rummy. It seemed like there was little
player interaction, but this may be simply because we
were not playing the game at a high enough level to
make defensive management of the discards necessary.
Ostensibly, the game is for two to four players, although
I think that an entertaining solitaire game could be
played if you found a good way to handle the three discard
piles.
10 Days in Africa is educational, but as one of our
group remarked, "It doesn't hit you over the head
with it." It's good to have at one's fingertips
that fact that Ouagadougou is the capital of Burkina
Faso, even if one cannot pronounce it. 10 Days in the
USA is already available, and apparently a Middle East
version is being planned.
The quality of the equipment, as
we have come to expect from Out of the Box is superb.
The colors and design are first rate. 10
Days in Africa is a fine, challenging puzzle game.
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