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10 Days in the USA box art

10 Days in the USA

Game ID: GID0402236
Game Info
Year
2003
Collection
Rating
Mechanic profile
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Vibe profile
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Description
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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
Mentions per page
Showing 1–2 of 2
Video lHq43L655rU Watch It Played Rules Teach at 0:13 sentiment: positive
video_pk 63952 · mention_pk 157478
Watch It Played - 10 Days in the USA video thumbnail
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
Before You Play - 10 Days in the USA video thumbnail
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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