Game Info
Year
2003
Collection
Mechanic profile
Not enough video data yet
Vibe profile
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Description
No description available.
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Rules Teach
10 Days In The USA - How To Play
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10 Days in the USA - Teach & Playthrough
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 2
This page: 2
Sentiment:
pos 2 ·
mix 0 ·
neu 0 ·
neg 0
Showing 1–2 of 2
Video lHq43L655rU
Watch It Played Rules Teach at 0:13 sentiment: positive
video_pk 63952 · mention_pk 157478
Click to watch at 0:13 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Clear rule explanations with step-by-step setup and playthrough
- Visual examples of valid connections between states
Cons
- No explicit publisher/year in transcript
- No mention of difficulty level or weight
Thematic elements
- creating a valid 10-day journey through US states using walking, driving, and flying
- United States (US) - travel across states
- instructional demonstration and example-based teaching
Comparison games
none
Mechanics (from transcript analysis)
- Card drawing and slot placement — On a turn, draw one card from the deck or a discard pile, and place it into any day slot; you can then replace an existing card with the drawn card.
- deck manipulation — If the last card is drawn from the draw deck, set aside the top cards from discard piles, shuffle them into a new draw deck, and return set-aside cards to their piles.
- Deck recycling — If the last card is drawn from the draw deck, set aside the top cards from discard piles, shuffle them into a new draw deck, and return set-aside cards to their piles.
- End of turn and journey validation — If a player believes they have a valid journey, they reveal and lay out cards; the group reviews the journey to determine validity.
- Replacement without rearranging — You may replace a card in your tray with the newly drawn card, discarding the replaced card; you cannot rearrange cards that you already have.
- Valid Journey construction — A journey must start and end with a state card; you must connect successive states using walking, driving, or flying, following border and plane color rules.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- you and the other players are trying to be the first to create a valid 10day journey within your trays
- on your turn you'll perform three steps starting with drawing a card
- you must draw a card from any of the four piles in the tray and then you either discard it or use it to replace a card you already have
- that's everything you need to know to play 10 days in the USA
References (from this video)
No references stored for this video.
Video lGWHnC-Nfqg
Before You Play Playthrough at 0:00 sentiment: positive
video_pk 5931 · mention_pk 17585
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- accessible and family-friendly weight
- engaging planning and adaptability with card drafting
- tight two-player interaction and tension
- clear rules and teachable gameplay
Cons
- potential for downtime during card drafting and replacement
- luck can influence draft order and initial hand
- complexity may be higher for players not familiar with map adjacency systems
Thematic elements
- planning a 10-day itinerary around the USA with hand management and route building
- United States geography; travel planning across all 50 states
- educational, instructional, and light-hearted playthrough commentary
Comparison games
none
Mechanics (from transcript analysis)
- hand management — draw and replace state and transportation cards to build a 10-slot itinerary
- route building on a map — connect consecutive states via adjacency to form a legal journey
- tile-slot management — initially slot one card into each day-slot and manage replacements during play
- transport constraints — use automobiles (must pass through a state) and airplanes (color-matched flights)
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- a hand management route building game for two to four players
- the first rule that you have to follow is that the first and last card must be States
- it's a game of making plans and remaking them
- it's a family weight game that is all about making plans and remaking them
- this is a hand management route building game for two to four players
References (from this video)
No references stored for this video.
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