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Number of Players | 2-6 |
Playtime | 20-40 Min |
Suggested Ages | 8+ |
Designer(s) | Tom McMurchie, Jordan Weisman |
Publisher | Calliope Games |
The basic game play of Tsuro of the Seas similar to that of Tom McMurchie's Tsuro: Players each have a ship that they want to sail, keeping it on the game board — as long as possible. The player stays on the board the longest wins the game.
Each turn players add "wake" tiles to the 7×7 game board; each tile has 2 "wake connections" on each edge, and as the tiles are placed on the board, they make a connected network of paths. If a wake is placed in front of a ship, that ship sails to the end of the wake. If the ship goes off the board, that player is out of the game.
What's new in Tsuro of the Seas are daikaiju tiles, which are sea monsters and other creatures of the deep. Notably, daikaiju can move: each tile has 5 arrows, 4 for moving in each of the cardinal directions and 1 for rotation. On a player's turn, he rolls two six-sided dice; on a sum of 6, 7, or 8, the daikaiju will move, while on any other sum they'll stay in place. To discover which direction the daikaiju tiles move, the player then takes a second roll, this time with a single die. On 1-5 in the second roll, each daikaiju moves to its matching arrow. On a 6 in the second roll, a new daikaiju tile is placed on the board.
If a daikaiju tile hits a wake tile, a ship, or another daikaiju tile, the object hit is out of the game. The more daikaiju tiles on the game board, the quicker players will find themselves trying to breathe water...
Components
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