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10 DAYS IN AFRICA®
Stock #1010
Suggested Retail
Price $24.99


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FULL REVIEW

Board Game News
W. Eric Martin
January 2008
USA

If you ever get the chance to play 10 Days in Asia with ambassadors from the smaller countries on that continent, here’s my advice: Don’t. You will inevitably make comments along the lines of “Brunei is where?! Why isn’t it in the Middle East as it should be?” or “Bahrain is the black hole of travel,” or “Maldives is completely useless.” International tensions will escalate, and Bad Things will result.

For gamers not intending to reach out to those in the Eastern Hemisphere, 10 Days in Asia is a decent game with a short playing time that includes a minor educational element. For the basics of game play, let’s turn to the ever able Ted Cheatham:

Game Overview for the Video Averse

Out of the Box has published four games in the 10 Days series—Europe, Africa, USA, and Asia—and the game play in each is reminiscent of Rack-O. Players need to create a travel itinerary that lasts 10 days, starts and ends in a country or state, and uses legitimate travel connections each step of the way.

In 10 Days in Asia, players will find 57 country tiles (one for most countries with large or interconnected countries like Russia, Iran and India having two) and 21 transportation tiles from which to create an itinerary, which is represented by a wooden rack with slots for ten tiles. Each country tile depicts and names the capital city, in addition to listing the population and size. While this data is a good selling point to parents and teachers, I’ll confess that I never notice such details while playing.

You start the game by drawing face-down tiles one at a time and filling your rack. This process will usually create a horribly jumbled travel schedule: Japan to Sri Lanka to Saudi Arabia to a Railroad to ship in the Pacific Ocean and so on. Unless you have a personal teleporter—and something tells me you don’t—you need to fix up your travel schedule turn by turn until a legal itinerary emerges. What kind of connections are legal?

  • Adjacent countries, such as China and Mongolia, can be placed next to one another. To faciliate game play, some adjacencies have been added to the game, with lines connecting Cyprus and Turkey, or Taiwan to China. (Potential sources for additional tension, mind you, when playing with representatives of those countries. You’ve been warned.)
  • Countries of the same color can be connected with a similarly-colored airplane. Countries come in five fruity flavors, and two airplanes of each color give you a chance to hop from, say, Yemen to Laos or from Oman to East Timor. (P.S.: Avoid East Timor)
  • Countries on the same ocean can be connected with the appropriate ocean liner, either Indian or Pacific. Japan -> Pacific Ocean -> Phillipines is one such connection. The boundary between the Indian and Pacific Oceans places Indonesia, Singapore, Malaysia and Thailand on both bodies of water, which can make them nice connection points in your travels. Except for Singapore, that is, which is useless.
  • Countries on the same railroad line can be connected with (no surprise here) a Railroad tile, which you can go from Laos to North Korea in just one step. Please leave the centrifuges behind, thank you.

Each turn, you draw a tile from a face-down deck or from one of three face-up discard piles, replace one tile in your rack with the drawn tile (or pass on this if you don’t like the tile), and discard one tile to a discard pile. Simplicity itself, in other words, as turns go round and round until someone completes the ten day journey and wins.

Travel Preparation

At heart, 10 Days in Asia is an extremely simple game. Players can make their moves with little planning or forethought, and eventually one of them will blunder into victory. If you pay attention to your moves, however, both during set-up and the game itself, your chances of winning will be much higher.

During the set-up phase, for example, you want to create some kind of connection, no matter how minimal, so that you’re not starting from scratch on turn one. In one game, I drew China early and set it in slot one; so many countries are adjacent to China, I reasoned, that it seemed like I’d surely draw a connection during the rest of the intro round, and I did. A few turns into the game, though, I realized that China should have gone in slot #2 in order to create two easy-to-fill positions. A lesson for next time…

While you’re at the mercy of the cards you draw and other players discard, you can improve your chance of making connections by not painting yourself into a corner. I’ve started some games with connections at the beginning and end of my journey and tried to force a connection in the middle, but doing so greatly restricts the percentage of tiles that will be useful for me. Thus, you need to be ready to abandon travel plans when the tiles don’t appear or the player before you snatches them away.

As you might imagine, 10 Days in Asia plays more quickly with two players than with three, and three is faster than four. With each additional player in the game, you have a greater chance of seeing the card you need picked up from a discard pile or buried. The countries with the most connections, despite being on two cards, will be scarcer as players hold on to those travel hubs and instead dump the obscure spots that are hard to reach. Even with this added competition, the game still plays quickly and typically invites a “Let’s play again” reaction from both gamers and casual players, with no passport needed…

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