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Around the World in Eighty Days
- Game Review by Neil Thomson
Publisher: Rio Grande + Kosmos
Style: Strategic Board Game
Players: 2 - 6
Time: 40-70 minutes
Ages: 10+
Difficulty: Pick-up & Play
Price: $76 - Buy Now
Game Overview

Based on Jules Verne's famous story, Around the World in 80 Days pits its players in a race around the world in the early 20th Century. The board is well designed in the traditions of Ticket to Ride with a score track around the outside. In addition to the score track, the board consists of 10 city destinations and most importantly the action track. For the most part it is the action track that advances the play and lends the game its strategy.
Each new destination requires that a cost be paid in the form of transport (represented by icons). This cost can be a train, boat or combination of both - including multiples of either. Travel cards depicting steam boats and engines form the travel deck and it is these cards that the players must acquire in order to progress. The action line consists of 6 different actions and play can begin once a travel card is placed under each of these actions. On a players turn they choose one of the actions and collect the card beneath it. In addition they can use the special action they chose. These include gaining gold coins, accessing hot air balloon travel (ignore a travel icon), moving the detective, gaining event cards, getting to go first next turn and trading travel cards for new ones. Once an action has been taken in a round it cannot be taken by another player. This makes the clock (getting to go first in a round) fairly popular. The detective is also nasty because if you end your turn in the same city as the detective you will lose two days travel.
The aim of Around the World is of course to complete the journey in the shortest possible time and the score track is used to keep track of how many days each player has taken to reach London. Each of the travel cards has a value and it is the total of these numbers that determine the length of time needed to travel from one city to another. For example playing a 4 train and 6 boat would cost a player 10 days in travel time. However if a player can play 2 travel cards of identical value (2 boats of value 8) they only use 8 days travel instead of 16. Unfortunately this only works with the same type of transport (boats and boats or trains and trains). Finally each city has two bonus tokens placed next to it, blue and red. These are awarded to the player that reaches each city first and last. They help reward those that take risks to reach cities first and also help the last player catch up to the pack. Not surprisingly this helps make the finishes very close and this is always a good thing.
That is the game in a nutshell. As soon as a player reaches London the other players must take a 1 day penalty every turn until they reach the finish. This is an excellent mechanic as it forces players to take risks and not always wait for the perfect cards to become available.

The Final Word

Around the World in 80 Days is a neat little game with simple rules and tight game play - there is little room for confusion here. The artwork is very nice and adds to the theme and time period of the game. After a few plays it will be easy to finish a game in 40 minutes and it is a great game for families and people new to strategy games. There are a few other surprises in there but I'll let you discover them…go on go!

 
Pick-up & Play
 
These games can be picked up and learned in 30 minutes or less making it ideal for new players. The rules are straightforward and can often be clearly understood without even playing the game. These games are great for all ages due to the minimal rules and options available. Don't make the mistake of regarding this category as too easy though as truly great games can be found here and it would be a folly for experienced gamers to overlook them.
 
 
Moderate
 
Moderate games can still be learnt in approximately 30 minutes but are designed to offer a greater depth of strategy. Games at this level will often appear straightforward at first but after several plays a greater sophistication will become apparent. This adds much to the games re-playability and will appeal to gamers that enjoy the variety of options available to them. The rules for these games can sometimes take several reads due to their intricate nature and therefore several play tests are required to fully clarify them. These games can appeal to hard-core gamers and infrequent gamers alike. A large number of gamers will find themselves playing games in this category.
 
 
Challenging
 
These games can still be learnt and enjoyed by newcomers to gaming but on the whole are best suited to the experienced gamer. The rulebook can be more akin to a small journal at times and the complexity is mentally challenging. These games are without a doubt still very enjoyable but they will take more work to prepare for and often require a serious commitment to play (large part of a day or weekend). These games often appeal to lovers of a particular genre or the regular miniatures gamer.
 
 
 
 
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