Compete to take your band to as many states as possible. You’ll be writing a number in each state to book it for that date on your 100-day tour.
Each turn, dice determine which numbers you write and cards restrict where you can write. Players write simultaneously on their own maps, all using the same dice rolls and cards flips.
Once you have a number in every state, you’ll draw a route through as many states as possible to see who wins. Your route must start in a state with a low number and then go to higher and higher numbers.
**note from the author: This is a ” “-and-write game but the need for spatial and statistical planning to win earned it a spot on my puzzle list.
Die Rolls Ensure Variation (+5)
This game is based off of the higher and lower value of a die roll on d10s, so as much as luck is influencing your choices so is it affecting the variation of the game. You’ll never play the same game twice and arguably you’ll never guarantee victory. It’s exciting, and miserable — and I love it.
Combines Path Building (+5)
I really enjoy path building games, and adding new parameters like having to create a path that proceeds in ascending order makes it an even more entertaining experience. Like all path building games, there are blockers and in this game you find that the blockers have been created by none other than yourself. Enjoy your journey through self-loathing.
Teaches Planning (+5)
Each state has a specified number of states that it can lead to. If you are familiar with the statistical probability of specific numbers showing up this may help you in the long run. Yet this is dice we’re talking about so they may defy reality! You can choose to assign certain states as places to dump useless numbers, while other states are more flexible. Knowing when to do this or not is one of the best puzzles in this game.
Pleasing to the Eye (+3)
This is multicolored in several aspects! The board is multicolored and the cards are multicolored! Thankfully the publisher — intentionally or unintentionally —did not make this a complete rainbow so it isn’t a Lisa Frank eyesore but it does have a very celebratory, festive feel to it.
Wild Mercy (+3)
There are a couple situations for the die rolls and the card flips where you can receive a wild card or free pass. The Powers That Be that reside in the dice and the cards can help correct any mistakes you may have made along the line. Ensure that you do not take their mercy for granted.
Downtime and AP Heavy (-2)
I have played this game with friends who just cannot get it. It’s incredibly annoying and unfortunately since the game thrives on poor planning you cannot realistically move on before everyone is absolutely ready . Granted, if you did trust your opponents you could just roll and say “Don’t look!” But that’s not really likely.
Some States are Dead to You (-3)
Remember how I said there are specific states that neighbor others? We haven’t exactly redesigned the entire United States of America so states in the four corners of the country: Washington, California, Maine, and Florida are all potentially dead weight. What do I mean by this? There are some rolls where you are given a less-than-optimal region to work with and you think “Are there states I don’t care about?” Why yes. There are. No offense to any of my readers who live in those states, it’s really just a game and I’m certain your state is lovely for a band to tour in.
Familiarity with Frequency (-0.5)
I’ve been particularly bad at this skill in the past, especially with roll and writes. So I don’t plan around frequency of numbers showing up and generally get myself into a pickle. I find that there is a slight advantage if you can do permutations like this. Considering these are two d10s, and I have difficulty understanding d6s already… I’m a bit set back.
Locus of Control (-0.5)
Listen, I’m normally a heavy eurogamer and there is usually some chump action you can take if you’re sad enough. Unfortunately, this game doesn’t have one and with something that relies on die rolls in such a punishing way, it’s disheartening when you have made assumptions about statistical frequency that are proven wrong. There should be some kind of once per game or once per round mechanism so that you’re not having a miserable time forever. I’ve seen plenty of games of this where someone just straight up gave up at our table.
Folds in the Map (-1)
While dry erase boards are nice, a path building game with dips and bends on the board is not. Granted, it isn’t a deal breaker for this game so it doesn’t deserve to be in the Bad section. When you’re otherwise happy with a path you’ve built and you see it stumble a bit, you’ve turned an Instagram-ready masterpiece into a hard pass.
No Point to Music Types (-0.5)
Each map notebook has a nice glossy label on the cover indicating the type of band you are representing. It has no effect on gameplay, experience, or even theme. It is not immersive in any way.
Light vs Dark Regions (-2)
On the cards, they tell you what the applicable regions are by highlighting them in a light background. For me, at least the visual cue of light means ignore, and visual cue of dark means pay attention. So I end up having to double check the cards before I do anything because my brain disagrees quickly.