| Counter Magazine
Greg Schloesser
February 2004
UK
In early 2003, Schmidt Spiele released Europa Tour,
a game designed by Alan Moon and Aaron Weissblum. In
my review, I described it as “Rack-O with a geography
lesson”. Although the game was short on strategy
– as is Rack-O – I still found it to be
quite enjoyable, particularly in a family setting or
as a light filler between meatier games.
Shortly after the game’s release,Out of the Box
announced that it would be releasing two new versions
of the game, both set in different geographical locations: Africa
and the United States. Since I am a born-and-raised
U.S. citizen, I am familiar with the layout of the 50
states, so I figured the U.S.A. version would be easier
to play. Like most Americans, my knowledge of the
myriad of strangely-named countries in Africa was woefully
inadequate, and the thought of being able to actually
identify their location on a map was even more daunting. Still,
I figured the Africa version would serve as a much-needed
geography lesson.
Since both games utilize essentially identical mechanics,
I thought it would be wise to discuss both in the same
review. I’ll mention the differences between
the two versions where appropriate. You may also
notice that much of the description of the game’s
mechanics is similar to that used in my review of Europa
Tour. No sense re-inventing the wheel! Well,
unless you own Goodyear.
The comparisons to Rack-O are inescapable. However,
instead of attempting to get numbers in the correct
sequence, players must plan a cohesive and logical vacation
through the countries of Africa/U.S.A. This vacation
will be planned by each player on their private rack,
into which they will place the country and transportation
cards in attempts to form a logical path for their whirlwind
tour of either Africa or the U.S.A.
The racks in the Out of the Box versions are constructed
of sturdy wood. This gives the game quite a bit
of weight. They are linear as opposed to the curved
plastic racks in Europa Tour, so take up a bit more
table space. Still, the feel of those hefty racks
is quite nice!
The tiles, too, are very thick and nicely illustrated. Each
tile contains a snippet of information about the country
or state, including its capital, population and geographical
size.
Unlike the board in Europa tour, which was so small
that it made it difficult to distinguish the various
countries, the maps inAfricaandU.S.A.are large and colorful. The
various countries are easily distinguishable, with the
colors being used being bright and very distinct. Not
all of the countries in Africa are depicted on the map,
with several of the geographically smaller nations being
deliberately omitted in order to better facilitate game
play. None of the 50 states in the U.S.A. game
were omitted, although future expansions may delete
California and Louisiana, as they are both likely to
slide into the sea sometime in the near future!
On both maps, the countries and states are divided
into various groups by easy to distinguish colors. Missing
is the delightful cartoon artwork that was endemic to
each of the countries in the Europa Tour version. Granted,
that likely would have cluttered the boards a bit, but
it was amusing trying to figure out the meaning of each
of those drawings.
Countries (or states) can be connected in one of three
ways:
-
Land: If countries / states are geographically
adjacent and share a common land border, then they
are considered adjacent.
-
Air: If two countries / states have the same
color, then they can be connected by an air route
provided a player places an airplane card of the
same color between the two countries on their rack.
-
Car: Any two countries / states can be connected
by car, provided there is one intervening country
or state that shares a common border with both of
those countries or states. For instance, a
player can travel from Texas to Kansas by car, since
Oklahoma shares a border with both of those states. Of
course, a player must place a car tile in their
rack between the Texas and Kansas tiles.
The game begins with each player randomly drawing tiles
one-at-a-time from the face down stacks until their
racks are filled to their ten tile capacity. As
in Rack-O, a player may not move tiles around within
his rack. Once they are placed, they will remain
in that position unless discarded on a future turn. The
challenge, then … and the frustration …
is to get them into the proper sequence.
From the remaining tiles, three are revealed and form
the ‘draw’ pile. On a turn, a player
may take one of the three face-up tiles, or take the
top card from the draw pile. He must then discard
a tile from his rack and replace it with the newly drawn
tile. Or, if he so chooses, he may simply discard
the tile he just drew.
The idea is to form a connected network of countries
/ states. Countries (or states) that share a land
boundary need no intervening form of transportation
between them. However, if a player wishes to travel
by air between two countries, these countries must be
of the same color AND a player must play a plane card
of the same color in his rack between those two tiles. There
are only two planes of each color in the mix, so this
can be tricky. If a player wishes to travel by
car between two countries or states, the player must
place a car tile between those two countries or states. Remember,
there must be an intervening country or state between
these two which shares a common border. Car tiles
are not color-sensitive. Since many countries and
states share common borders, it is possible to reach
numerous other countries or states via the use of an
automobile. Thus, these tiles are very valuable
and should be scooped at every opportunity. They
won’t go to waste.
The first player to complete his vacation by logically
connecting all ten tiles on his rack is victorious and
enjoys the fruits of a well-planned vacation.
My summary of these two games is the same as that of
Europa Tour. These two new versions are certainly
not rocket-science. There are no deep levels of
strategy or numerous tactics to be employed. That
doesn’t mean, however, that they are completely
bereft of strategy. One should place tiles so as
to keep as many options available as possible. For
instance, in the Africa game, Chad or the Democratic
Republic of Congo near the center of your rack is usually
a wise move since these are connected by land to numerous
other countries. Madagascar, on the other hand,
is much more restrictive, with only two land connections. So,
spot the countries that give you the most options and
try to utilize these in your rack.
Further, when discarding a tile from your rack, you
are usually free to discard it atop any of the three
revealed stacks of tiles. Try to cover tiles that
you don’t wish to use but which may be beneficial
to your opponents. This will thwart their plans
and often force them to completely rearrange their itinerary.
As in Europa Tour, there is certainly a degree of frustration
involved. It can be quite maddening to never have
the tile or tiles you need surface, or to have them
scooped by an opponent before you have the opportunity
to grab them. Often, you find yourself being forced
to re-plan your itinerary, which is time consuming and
fraught with its own perils. And, there is always
this nagging feeling that your opponents are one step
ahead of you in the rush to complete their vacation
plans. These elements are what make the game“click”,
however, and helps make the game enjoyable and moderately
tense.
The game can be played with 2 – 4 players and
is enjoyable with any number. With two players,
however, it is a bit more strategic, as you can plan
your discards and control your tile choices with a bit
more certainty. Maneuvers can be made wherein you
discard a tile, only to pick it up on your next turn
in order to position it in your rack more advantageously. With
4 players, this tactic is much more difficult as the
likelihood that the discarded tile will be taken or
covered by an opponent before your next turn arrives
is far greater.
However, there is no escaping the fact that, like Europa
Tour, these two new versions are primarily light, family
games. Don’t enter it expecting it to rise
to the same level as meatier games such as Age of Steam
or Puerto Rico. Rather, these games are much more
appropriate in family gaming situations or as light
fillers. Further, there’s a healthy dose
of luck involved, so some folks might find this aspect
not to their tastes. I’ve always enjoyed
Rack-O, however, so I can enjoy 10 Days in Africa and
10 Days in theU.S.A.for what they are: Rack-O with
a geography lesson.
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Days in Africa Reviews page |