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Tsuro Of The Seas box art
Rich game profile

Tsuro Of The Seas

The basic game play of Tsuro of the Seas resembles that of Tom McMurchie's Tsuro: Players each have a ship that they want to sail — that is, keep on the game board — as long as possible. Whoever stays on the board the longest wins the game. Each turn players add "wake" tiles to t...

Players

2-8

Time

20-40

Age

8+

Weight

1.43

Rating

6.52

Should this hit the table?

Quick read before the metadata.

Tsuro of the Seas has a moderate level of direct confrontation and strategic depth. Players frequently interact and must pay attention to each other's actions. However, there is less emphasis on cooperation compared to other aspects of the game.

Teach 2.3

Teaching signal

Replay 3.8

High replayability

Interaction 3.8

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Tsuro of the Seas has a moderate level of direct confrontation and strategic depth. Players frequently interact and must pay attention to each other's actions. However, there is less emphasis on cooperation compared to other aspects of the game.

Replay value

Tsuro of the Seas offers a high level of variability with its gameboard and expansions, allowing for different experiences each time it is played. The strategic depth and scalability contribute to its replay value. The player interaction score is average, and the game is moderately easy to learn. Overall, it has a solid replayability score of 7.63.

Luck profile

Tsuro of the Seas has a moderate influence of luck. While random elements like card draws and dice rolls have a notable impact on the game outcome, players have substantial ability to mitigate luck through strategic decisions and planning. The game relies on a balanced mix of luck and strategy, with player decisions playing a significant role in determining the outcome.

Overview

What ABG knows about this game

The basic game play of Tsuro of the Seas resembles that of Tom McMurchie's Tsuro: Players each have a ship that they want to sail — that is, keep on the game board — as long as possible. Whoever stays on the board the longest wins the game. Each turn players add "wake" tiles to the 7×7 game board; each tile has two "wake connections" on each edge, and as the tiles are placed on the board, they create a connected network of paths. If a wake is placed in front of a ship, that ship then 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, representing sea monsters and other creatures of the deep. Notably, daikaiju can move: each tile has five arrows, four for moving in each of the cardinal directions and another one for rotation. On the active 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 determine which direction the daikaiju tiles move, the player then makes a second roll, this time with a single die. On 1-5 in the second roll, each daikaiju moves according to its matching arrow. On a 6 in the second roll, a new daikaiju tile is added to the board. If a daikaiju tile hits a wake tile, a ship, or another daikaiju tile, the object hit is removed from the game. Another way to be ousted! The more daikaiju tiles on the game board, the faster players will find themselves trying to breathe water...

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Editions

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Credits

People and publishers

Designers

2
Tom McMurchie Jordan Weisman

Artists

2
Ilonka Sauciuc Dawne Weisman

Publishers

1
Calliope Games

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