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Roads were made for journeys, not destinations.

You have 10 Days in the USA. Travel the country by jet, car, and on foot. Plan your trip from start to finish using destination and transportation cards. With a little luck and clever planning, you just might outwit your fellow travelers.

This is the second edition of 10 Days in the USA.

Travel Connections:
- By Foot: Bordering state cards may be placed side-by-side
- By Automobile: States may be connected by driving through a third state which borders them both (the car card is put between them)
- By Air: Two states of the same color may be connected by a same-color airplane placed between them"

How to Play:
Players all flip cards one at a time, examine them, and put them in the 10 "days" of their tile tray, in any order. Then in turn, they draw a card from one of three face-up piles or a face-down pile. The new card may replace one card in their tray, with that card (or the unused drawn card) discarded onto any of the face-up piles. Alternatively, players may swap any two cards in their tray. When a player has all their days connected correctly, they win the game.

Contents:
- 1 Game Board
- 1 Card Tray
- 8 Card Holders
- 50 state cards
- 16 Transportation Cards
- 1 Travel Guide (Rule Book)


Roads were made for journeys, not destinations.

You have 10 Days in the USA. Travel the country by jet, car, and on foot. Plan your trip from start to finish using destination and transportation cards. With a little luck and clever planning, you just might outwit your fellow travelers.

This is the second edition of 10 Days in the USA.


Travel Connections:
By Foot
Bordering state cards may be placed side-by-side

By Automobile
States may be connected by driving through a third state which borders them both (the car card is put between them)
By Air
Two states of the same color may be connected by a same-color airplane placed between them"


How to Play:
Players all flip cards one at a time, examine them, and put them in the 10 "days" of their tile tray, in any order. Then in turn, they draw a card from one of three face-up piles or a face-down pile. The new card may replace one tile in their tray, with that card (or the unused drawn card) discarded onto any of the face-up piles. Alternatively, players may swap any two cards in their tray. When a player has all their days connected correctly, they win the game.