You have 10 days to visit all your favorite national parks! But, that 10 days also has to account for your traveling. Can you be the 1st to plan the most efficient vacation to visit all the most scenic parks? Let your journey begin!
What Is It?
🥅The Goal is to be the 1st player to complete a 10 day journey
⚙️Hand Management + Route Building – Players have their “hand” of cards in their 10 day card holders. They need to strategically swap cards they started with for cards they draw in order to complete their route. They must also follow connection rules in order to succeed (i.e. visiting nearby parks directly versus using transportation cards to drive through parks/travel to the same color park/etc)
Who Is It For?
👥2 to 4 Players – Seems to be fine at any count
👥Ages 8 & Up – Very approachable ruleset, could introduce it to lots of players
👥Fans of hand management, route building, and games in the vein of Rack-o
PROS
🟢Aesthetics – Nice art/overall look
🟢Decent quality components
🟢Easy set-up/clean-up
🟢Turns are snappy/quick
🟢Rules are well-written


CONS
🔴Can end too quickly if players get lucky with their initial set up
🔴Luck, in general, plays a large part since the game is just ‘draw a card’ and (maybe) ‘swap it for one you already have,’ if it’s helpful. You turns can feel kind of boring if you are getting bad draws.
🔴Unequal turns, but nothing to offset that
Final Thoughts
There’s not a whole lot to this game, which isn’t always a good or bad thing, it kind of just “is what it is.”
It reminded me to much of Rack-o, which I played a lot as a kid – you draw a card and hope that it slots into your lineup better than something you already have. Sometimes you get lucky and the player before you discards just what you need! Sometimes, the deck is not on your side whatsoever. You don’t have a ton of interesting choices because you get locked into needed certain cards, mostly based on the hand layout you built at the beginning. If you’re lucky enough to get a transportation card (14 of the 90 total cards) it can open up your possibilities quite a bit, and leaves room for a little more strategy, but it still just feels like a luck of the draw situation most of the time.
It’s a fine game for a light filler, or if you’re someone who’s just really into national parks, but I don’t think it’s one I’d come back to super frequently.
Additional Information:
Designers – Alan R. Moon, Aaron Weissblum
Artist – Gustaf Ö. Hjalmars
Publisher – The Op Games
MSRP – $29.99
Website
*I was provided a copy of this game to do this review*
If you like what I do, consider supporting me.




Dustin
Curious if you’ve played “10 Days in Africa” which this appears to be a re-theme of that older game. I love playing “10 Days in Africa” but wanted to know if they felt the same, or if the different map makes the game feel different. While I agree there is a bunch of luck, I think there is some strategy by aiming for locations with lots of options to move out from, especially as your start or ending locations. But perhaps I’m imagining that strategy. Thank you for reviewing the game!
Steph
Hi, I have not played any other “10 Days” games, I think there’s a few different ones, but I can’t compare them. But, I think you’re right, there is that bit of strategy in the game – if you can try to aim for areas with a lot of options, it feels a little less lucky because there’s more cards in the deck that could work. To me, it just felt like 90% luck to that 10% strategy haha.