| GameFest.com
Patrick Korner
August 2003
Canada
If Africa was a little too exotic and distant for you,
then perhaps the good old United States of America is
more to your liking? The companion release to Out of
the Box Publishing’s 10 Days in Africa (which
was reviewed previously – check out what I had
to say here),
10 Days in the USA lets players travel the width and
breadth of the country – from the Emerald State
to the Garden State, from the Deep South to Alaska –
all without leaving the comforts of their living room.
This Alan R. Moon and Aaron Weissblum release is similarly
enjoyable, educational and interesting compared to the
African version, but there are a few differences…
Description
10 Days in the USA, at first glance, looks a lot like
its African counterpart. Same board (but of course showing
the USA this time), same allotment of blue, green red,
yellow and orange cards. A few graphic changes –
the jeeps are now vintage sports cards while the airplanes
have been upgraded to jet power. The main differences
are that each state is represented only once (in contrast
to the central countries in Africa, which got two cards
each), and that Alaska and Hawaii add a new colour to
the game: Purple.
The object of the game remains the same: arrange a
set of 10 cards such that you can make an uninterrupted
trip through all 10. As with the first game, you have
to start and end your trip in a state, not a car or
plane. You can travel freely between adjacent states
or use planes of the appropriate colour to travel between
two separated states, provided they’re of the
same colour. The cars let you skip over a state that
you’re missing – so you can drive from Washington
to California, using the car to go straight through
Oregon. As with Africa, the first player to arrange
all ten of his/her cards correctly wins.
To start the game, each player draws 10 random cards
and places them onto their racks. Once each player has
their cards, the remaining cards are put in a face-down
pile next to the board and the top three cards turned
over. Those three cards form the start of the three
discard piles. That’s it for set-up; you’re
ready to play.
Game play is simple: On your turn, draw a card. You
can take the top card in the pile or you can pick the
top-most card from any of the three discard piles. You
then replace one of the cards in your rack with the
freshly-drawn card; the unwanted card goes into whichever
discard pile you choose. That’s it! Play continues
until someone finishes their route, allowing them to
show the rest of the table just which scenic route they
took.
The only real difference to game play, when compared
to the African edition, are the two purple states. To
get to either or Alaska or Hawaii, you have to fly (no
driving through Canada, sadly). But there aren’t
any purple planes. To get there, you have to use a plane
that matches the colour of the state you’re coming
from. To get out, you use another plane that matches
the colour of the state you’re heading to. The
planes don’t have to be the same colour, which
can be a nice way of avoiding panting yourself into
a corner.
Comments
In my review
of 10 Days in Africa, I said I thought that the
game was only very good for two, and I stand by those
comments for 10 Days in the USA as well. It’s
a great two-player game, but a potentially frustrating
multi-player game. Nothing is as annoying as watching
the key state you need disappear into someone else's
rack before you even get a shot at it – even more
so in this version of the game because you can’t
hope for the second card for some of the key countries
to show up. This issue is offset partly by the geography
of the USA– the central states aren’t quite
as all-important as they seem to be in Africa –
there are more ways of getting around, essentially.
Because there’s a heavy dash of luck to the game,
I like the fact that it plays quickly, which lets you
play multiple rounds to even things out. And parents
playing with their kids just have to keep the usual
‘don’t play cut-throat with your children’
rule of thumb in mind.
The artwork and graphics of the game are about on
par with other Out of the Box offerings – that
is to say, very simplistic. But once again, because
of the style of the game, the minimalist art works quite
well. I wouldn’t want the map on the board to
be prettied up with fancy graphics and other bells and
whistles, as it would very much interfere with its functionality.
The game won’t make you ooh and aah when it comes
out of the box, but it does the job just fine. It may
just be my eyes, but it appears as though OTB fixed
the issue with orange and yellow looking too much alike,
too – I didn’t have that issue with this
game, in contrast to 10 Days in Africa.
The card racks are the same sturdy wooden ones that
come with the African edition, but I don’t like
these ones quite as much. The ‘natural wood’
and wood-burning style of Africa, in my opinion, beats
out the blue-and-silver painted ones in the USA edition,
which look a little garish. They also smell when you
first open the box – make sure you play in a well-ventilated
room at first! I’m assuming that the paint won’t
make you light-headed, but it’s good to be sure.
Alternately, you could use this as a potential excuse
for when your wife / husband beats you…
The card stock is nice and thick, as with Africa.
For some reason, though, several of the cards in my
copy of this game split down the middle after a couple
of plays, as if the glue used to keep the two halves
together was defective in someway. A little white glue
and some patience made things whole again pretty quickly,
and a quick check with Out of the Box confirms that
this issue has been fixed - any copies in stores now
won't have this problem. Overall, the components are
nearly, but not quite, as good as those in 10 Days in
Africa.
Educationally, 10 Days in the USA does a great job.
I can see this game being a favourite of teachers throughout
the states, as it teaches basic USA geography in a way
that’s fun and engaging and, very importantly,
easily accessible to younger players. No complicated
rules or fiddly bits to remember here! The same basic
population and capital information found on the African
cards is repeated here, which is a nice touch. Those
out there who think that Seattle and Los Angeles are
capital cities, play the game and find out where the
governments of Washington and California really call
home. And those who are wondering if perhaps the USA-centric
focus of this game makes is less enjoyable – think
again. There’s lots to enjoy here, even if your
address doesn’t reside in the ‘land of the
free and the home of the brave’.
Conclusions
For me, 10 Days in the USA is nearly as good as its
companion game, 10 Days in Africa. The minor quibbles
are well worth living with, since this is definitely
one of the better games Out of the Box has released
in recent years. Parents looking
to teach their children a thing or two while having
a great time in the process would be well advised to
pick this game up, but it’s a fun diversion
for adults as well. Overall, I slightly prefer the African
version, but 10 Days in the USA is a fun, light game
that’s worthy of being added to just about anyone’s
collection.
Back to 10
Days in the USA Reviews page |