| Gaming Report.com
Tom Vasel
August 2008
USA
The 10 Days series manages to make geography fun by
taking elements seen in boring games such as Rack-O
and turning it into an engaging game. The first three
games (USA, Africa, and Europe) were all quite similar
but had minor differences that kept them different
other than their geography. I was fairly excited about
10 Days in Asia (Out of the Box Publishing, 2007 -
Alan Moon and Aaron Weissblum), for several reasons.
One, I live in Asia, and it's nice to have a map with
countries that I know and/or am near. Secondly, each
game in the series feels different, and I was anxious
to see what was involved in this game. Thirdly, I could
finally play 40 Days around the World! (more on that
later).
For those who've never played a 10 Days game before,
this one is certainly a good introduction to the series.
A quick rundown of the rules follows…
The game board is placed in the middle of the table,
depicting Asia from Japan to Papua New Guinea to Turkey.
Each player takes two sets of racks - each numbered
from one to ten, with slots to place ten tiles. A stack
of tiles is shuffled and placed near the board. Starting
with one player, players draw one tile, placing it
in any open slot in their racks. This continues in
a clockwise method, until all players have filled their
racks. The rest of the tiles form a draw pile, with
the top three being turned over face up next to the
stacks, forming three discard piles. One player is
chosen to go first, with play going clockwise.
On a player’s turn, they may draw either one
of the face-up tiles of the top card from the draw
pile. They then can either place the tile they took
in the rack, replacing the tile there (which then goes
to one of the discard piles), or discard the tile they
drew. Players are attempting to complete a 10-day journey,
connecting all their tiles together. Tiles are either
a country, a railroad, a ship, or an airplane. There
are several rules concerning the tile’s order.
- The
first and last tile must be a country tile.
- Country
tiles may be connected to each other if they are
adjacent on the map.
- A ship can be played to connect
two countries that are each adjacent to that ocean
(Indian or Pacific).
- An airplane tile is one of five
colors (red, yellow, orange, green, or blue) matching
the country tiles, which are one of the five colors.
An airplane tile can connect two country tiles, as
long as both countries are the same color as the
airplane tile.
- A railroad tile can be played between
two countries that are on the same railroad line.
There are four railroad networks on the board. (For
example, North Korea, China, Mongolia, Russia, Vietnam,
and Laos are on one network and can have a railroad
card played between any two.)
If the draw pile runs out, the discards are shuffled
to make a new deck, with three more cards being laid
face up. At the end of a player’s turn, if they
can show that all of their ten tiles are connected
in the proper order, following the above rules, they
win the game!
For my thoughts on the basic game, see my 10 Days
in USA review, but I do enjoy the new features in Asia.
- Ships
were introduced in Europe but have even a larger
effect here, since many of the countries are islands
and/or connected to few other countries.
- Railroads
are a neat addition and make up for the lack of car
cards (wilds) found in the first two games. The four
railroad networks are well spread out and allow access
to some of the more hard to reach countries.
- The map
is the largest map of all the games (a six fold map)
and has a different feel with a HUGE country - Russia,
and multiple minute countries (Maldives and Bahrain,
for example).
- The box is the same general size as
the others in the series (with great design - of
course) but is deeper, as the board is larger; and
Asia has more cards than the other series. The black,
red, and gold colors provide a stark contrast, and
I might like the look of this game the best so far.
In conclusion, while you certainly don't need Asia
if you have the other games, it's a worthy addition
to the series and would make a good jumping point.
However, I think the best reason to get
10 Days in Asia is to play 40 Days around the World!!
40 Days around the World is a variant that can be
played using all four basic games of the 10 Days series
thus far. It certainly can be played with less (and
I'm sure more - when they add Australasia and South
America), but four games seem quite wonderful. You
see, Out of the Box Publishing kept this in mind when
designing the games, because they used the same colors
on all boards. Even more importantly than that, Russia
and Turkey (on two boards) are the same colors; so
it's like an extension to the map.
Basically, 40 Days around the World is the same game,
except you use all four games and must get forty tiles
in a row instead of ten. Nothing is official, although
I got all my ideas from OOTB, but here is what I did
to play.
- Spread all four boards on the table, which
take up a large area to play, although it is still
the size of one Eagle game board.
- Mix all four decks
of cards together and place them in six decks instead
of three.
- Have six discard piles instead of three.
- A player
must visit each continent once, but they can concentrate
on one area more than others if they like. Players
can fly from Asia to America back to Asia, and then
take a ship to Africa, etc.
- The Pacific and Atlantic
Oceans border the appropriate states on the USA board,
and the Atlantic and Indian oceans border the appropriate
countries on the Africa board.
- A player can use a
plane to fly from one colored country (state) to
the same color anywhere in the world.
And that's basically it - the game has a similar feel,
except it's much more epic in feel. Games take at least
twice as long, and sometimes it can feel daunting to
connect two spots. (In one game it took me a while
to connect Iraq and New Jersey, but I managed). I don't
know that I would recommend the game with more than
three players, as downtime is greater (there's a lot
to think about!), but it's a tremendously fun two-player
version.
Oceans are very important, and you'll find a lot of
people grabbing Europe and Asia cards to get the very
powerful Atlantic and Pacific Oceans. However, cars
are also quite useful, and I will draw a USA card in
hopes of getting one of them, even when traveling in
Asia. Airplanes become very important, as they are
really the best way to get all over the world quickly.
Since there are forty airplane tiles, colors are a
bit easier to come by but expect them to be grabbed
quickly. Played together as a group, the 40 Days around
the World is easily one of my favorite games, taking
the fun of the 10 Days series, and making it a tremendously
strategic game. As I said, it's worth owning all four
games just for this.
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