Table feel
Moderate level of interaction with a mix of direct and strategic confrontation. Frequent need to pay attention to other players' actions. Limited emphasis on cooperation.
You have 10 DAYS IN AFRICA™ – touring by plane, car, and on foot. Chart your course from start to finish using destination and transportation tiles. With a little luck and clever planning, you just might outwit your fellow travelers. The first traveler to make correct connections...
Players
2-4
Time
20-30
Age
10+
Weight
1.38
Rating
6.57
Should this hit the table?
Moderate level of interaction with a mix of direct and strategic confrontation. Frequent need to pay attention to other players' actions. Limited emphasis on cooperation.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate level of interaction with a mix of direct and strategic confrontation. Frequent need to pay attention to other players' actions. Limited emphasis on cooperation.
10 Days in Africa offers a high level of variability with its gameboard, expansions, and strategic depth. The game adapts well to different player counts and has a moderate learning curve. With a final replayability score of 8.0, it provides a fresh and engaging experience each time it is played.
The final luck score for 10 Days in Africa is 6, indicating a balanced mix of luck and strategy. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.
Overview
You have 10 DAYS IN AFRICA™ – touring by plane, car, and on foot. Chart your course from start to finish using destination and transportation tiles. With a little luck and clever planning, you just might outwit your fellow travelers. The first traveler to make correct connections for a ten-day journey wins the game. Tiles are arranged on a player's tray, then a new tile is drawn. It can be used to replace a tile on one of the "days." Then that tile or the drawn tile are discarded face-up to one of three discard piles. Tiles may not be rearranged, only replaced. You must complete your journey correctly, connecting by foot - bordering country tiles set side-by-side, air - countries of the same color with a same-colored airplane between them, or automobile - a car can drive between two countries and a third country which borders them. Whoever is the first to connect all 10 days wins the game. This is the second installment in the 10 Days in series.
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