The base game of Tsuro of the Seas resembles that of Tom McMurchie's Tsuro. Each of the players has a ship that wants to travel – that is, to remain on the game's board – for as long as possible. Whoever remains on the board the longest wins the game.
More details:
In each round players add “wave” tiles to the 7×7 board. Each tile has two “wave connections” on each edge. As tiles are placed on the board, they create a connected network of paths. If a wave is placed in front of a ship, that ship sails to the end of the wave. If the ship leaves the board, the player is eliminated from the game.
What is new in Tsuro of the Seas are the daikaiju tiles. They represent sea monsters and other creatures of the deep. It is worth noting that the daikaiju can move. Each tile has five arrows, four for movement toward each of the horizontal directions and one more for rotation. On the active player's turn, they roll two six-sided dice. With a total of 6, 7, or 8, the daikaiju will move, while with any other total they will remain in place. To determine which direction the daikaiju tiles will move, the player then makes a second roll, this time with a single die. On a 1-5 on the second roll, each daikaiju moves according to the arrow that corresponds to it. With a 6 on the second roll, a new daikaiju tile is added to the board.
If a daikaiju tile strikes an awakening tile, a ship, or another daikaiju tile, the object that was struck is removed from the game. Another way to be driven out! The more daikaiju tiles there are on the game board, the faster players will find themselves trying to breathe water…
Attention : One last copy remains in the shop which has a small defect on its back (see photo)










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