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Days in Africa |
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Game Review by Neil Thomson |
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Publisher:
Out of the Box
Style: Family Board Game
Players: 2-4
Time: 20-30 minutes
Ages: 10 to Adult
Difficulty: Pick-up & Play
Price: $50 - Buy
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| Game
Overview
10 Days in Africa offers
a concept similar in style to that of Elfenland
or any of the rail-building games but the
game mechanics are quite different. The
aim of the game is to create 10 days of
connected travel through Africa using a
variety of transport options but players
can only travel according to a set of guidelines.
Once a player believes they have put together
a legitimate 10-day travelogue they must
prove it is legitimate to be declared the
winner. The game is presented on a high
quality mounted board with gloss-finish
and each country has been assigned one of
5 colours (there are 40 countries in total).
Each player takes a set of neat wooden stands
(travel registers) which have the days 1-10
branded on them and these are to used to
store each days travel option. The game
set-up is completed with each player taking
10 starting cards (these are made with extremely
thick reinforced cardboard that could take
years of abuse) and one by one must place
these in the register (one per day) until
it is full. The remaining cards are then
used to form draw piles and three cards
are turned over. Play then begins with a
player choosing to take one of the exposed
cards (these can be special transport cards
or cards that represent an African country)
or drawing a card from the draw decks. Whichever
card is taken must be placed in one of the
10-day slots and the former card is discarded
to one of the exposed card piles. This sounds
pretty basic but it is the rules for travel
that makes things interesting. Players can
travel from one country to another by three
different means. A player can travel from
one territory to any adjacent territory
simply by walking, no special transport
is required and two country cards can be
placed side by side to reflect this. Travel
by car allows a player to travel from one
country, through another country, to get
to a third country (this is represented
by placing a car card between the two countries).
Finally players can travel by plane from
one country of the same colour to another
country of the same colour anywhere on the
continent. Between both of these country
cards however a plane card of the same colour
as the countries being travelled to and
from must be used. This is the game in a
nutshell.
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| The
Final Word
10 Days in Africa is a very
good game and I can't help but feel that
the above synopsis doesn't do it justice.
Whilst simple in nature, the game play is
very compelling and both these features
are its greatest strengths. Most countries
only have one card to represent them. If
the success of your whole travel register
is dependent on gaining access to one country,
anxiety levels begin to rise. This gives
the game a real edge and the game play is
addictive. The game is well balanced with
most games resulting in victory by only
a day or two at the most. 10 Days in Africa
is one of those rare treats that offers
the buyer more than the packaging suggests.
The game is also highly educational in a
geographic sense as each country card includes
info such as the country name, shape of
the country, location of the capital, population
and its size in sq. miles. Definitely worth
a look and the same game concept is also
available with a map of the USA and Europe.
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