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10 Tage Durch Deutschland box art

10 Tage Durch Deutschland

Players

2-4

Time

?-?

Age

8+

Weight

1.5

Rating

6.29

Fit

Teach 2.3

Teaching signal

Replay 3.7

High replayability

Interaction 3.2

Low interaction

Scaling 4.5

Scales well

Strategy 3.8

Deep strategy

Control 2.8

Luck-sensitive

Table feel

Moderate interaction with a mix of direct and strategic confrontation.

Replay value

The game offers a high level of variability with different experiences each time it is played. The expansions available add new content and gameplay elements, enhancing replay value. There is room for players to improve their strategy over time, discovering new tactics and strategies. The game adapts well to different player counts without compromising its appeal or balance. It is moderately easy to learn, providing a good balance between depth and accessibility. Overall, 10 Tage durch Deutschland has a strong replayability score of 7.29.

Luck profile

The final luck score for 10 Tage durch Deutschland is 5.67, indicating a moderate influence of luck in the game. 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 balanced role.

Overview

10 Tage durch Deutschland – the latest title in Moon and Weissblum's 10 Days in... series – has players trying to complete a ten-day "journey" through Germany. The first player to do so wins. Each player has a rack that holds ten tiles; each tile shows a section of Germany (with the sections having five different colors) or a train (with trains coming in the same five colors as well as white). To start the game, players shuffle all the tiles face down, then draw tiles one at a time, placing each tile in a specific place on their rack. On a turn, a player either draws a tile from the deck or from one of the three face-up stacks of tiles. The player can then either discard this tile or replace one tile on his rack with this new tile, discarding the old one. The goal is to create a "valid" journey in which all adjacent tiles are connected in the proper ways. More specifically, the first and last tiles on the rack must be regions, not trains. Two adjacent region tiles must be adjacent on the game board, too. A colored train can connect two regions of the same color; a bus acts as a wild region. Players continue to take turns until someone completes his journey and wins!

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Editions

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Credits

Designers

2
Alan R. Moon Aaron Weissblum

Publishers

1
Ravensburger

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