a ten-day trip connecting countries across Africa. Each player
has two trays, similar to those used in Scrabble, labeled from
day one to day ten. Each country in Africa is pictured on small
heavy cards that are color coded in one of several colors. Some
of the cards picture a vehicle while others show an aircraft. Begin
by mixing all the cards together face down. Each player then selects
ten cards, one at a time, and places them immediately along the
ten-day itinerary on the track that keeps the locations visible
but hidden from their opponents. Once a location or transportation
is assigned a day, it can never be moved only replaced. Three cards
are placed face up next to each other adjacent to the face down
Players can walk from one country to another adjacent country.
They can insert a car between two countries to travel between two
countries that are separated by one country. They can insert an
aircraft that matches travel between any two countries of the same
The first player begins by choosing a face-up card or one from
the draw deck and inserting it for one day on the tray, placing
the card that it replaced face up on one of the three replacement
decks. The play passes and continues until the ten days are completed
by a valid journey.
The rules to the game are extremely simple, but mastering the
game will be a challenge. Initial plans may have to be abandoned
when new cards appear. Like real travel, players will have to be
flexible to be successful. Although there is not much interaction
between players, paying attention to what opponents discard and
pick up provide hints to the routes they are preparing.
A great way to teach the game is to play cooperatively with one
child to see how few turns it requires to create a single trip.