Rules: 10 Days in Africa


10 Days in Africa Rules

For 2-4 players

Overview

Get Packing! You have 10 Days in Africa - touring by plane, by car, and on foot. Chart your course from start to finish using destination and transportation tiles. With a little luck and clever planning, you might outwit your fellow travelers.

Instructions

OBJECT OF THE GAME

Be the first to make connections for a ten-day journey!

COMPONENTS

TO BEGIN

The map board is placed in the center of the table.  Each player gets a wooden card holder, and all the cards are mixed together and placed face down.

Once this is complete, each player will draw a card and place it in one of the ten slots in their holder. They will then continue to draw and place cards in the remaining open slots until they have filled all ten. This is done simultaneously by all players.

Once everyone is ready, three discard piles are started, with one card in each from the top of the deck.

PLAY

Players take turns performing the following phases in order before the next player goes:

1) Take Cards (either a or b)

a. Take from draw pile -or-

b. Take from a discard pile

2) Place Card (either a or b)

a. Discard drawn card -or-

b. Swap with a card in one of your ten slots

3) Check for Game End

1) TAKE CARDS

You must take cards from one of two places to start your turn.

Take from Draw Pile

If you elect to take from the draw pile, you get the top card from the pile. To accomplish this, just double click on the draw pile. If the draw pile is emptied, all cards in the three discard piles except for the top cards on each are shuffled into a new draw pile.

Take from Discard Pile

If you elect to take from a discard pile, you can take the top card from the pile you choose. To accomplish this, just double click on the discard place of your choice.

2) PLACE CARD

You must place the card you drew in one of two ways:

Discard Drawn Card

If you do not wish to keep the card you drew, you can click and drag it to the discard pile of your choice. If only one discard pile is empty, you must discard to that pile.

Swap With A Card

To keep the card you drew, you must drag one of the cards in your holder to a discard pile of your choice. The new card will then automatically take the empty slot in your holder. If only one discard pile is empty, you must discard to that pile.

3) CHECK FOR GAME END

The game ends when a player has a fully-connected ten-day journey. From Day 1 to Day 10, each card must be connected to the next card in order. Days that are next to each other are connected in the following ways:

When all of the above is true for one player's journey, the game ends with that player as the winner. Second place and beyond are determined by the longest chain of connected days.

ONLINE GAME TIPS

CREDITS  (tabletop version)

Game design by Alan R. Moon and Aaron Weissblum

Artwork by John Kovalic and Cathleen Quinn-Kinney

Copyright ©2008 Out of the Box Publishing Inc. – All Rights Reserved


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