boardgamevideo
  • Trending
  • Videos
  • Games
  • Channels
  • Lists
  • Shorts

Explore

  • Home
  • Trending
  • Channels
  • Videos
  • Games
  • Lists
  • Shorts
  • Conventions
  • Year in Review

Browse by type

  • Reviews
  • How to play
  • Playthroughs
  • Unboxing
  • Top 100 lists
  • Featured videos
  • Trending this week
  • Rising games
  • Games with fresh review perspectives

Information

  • About
  • Contact
  • Terms & Conditions
  • Privacy Policy

© 2022–2026 BoardGameVideo.com

Powered by BGG
  • Videos
  • Trending
  • Shorts
  • Channels
  • Games
  • Lists
Tsuro of the Seas

Tsuro of the Seas

2012·Tom McMurchie, Jordan Weisman

2 - 8 players
20 - 40 min
Light weight: Learn it in minutes

From BoardGameGeek

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...

Tsuro of the Seas

All videos

DGA Plays Board Games: Tsuro of the Seas (w/ Silly House Rules)Playthrough42:20

DGA Plays Board Games: Tsuro of the Seas (w/ Silly House Rules)

Dad's Gaming Addiction

Dad's Gaming Addiction

Creators who cover this

All channels
Dad's Gaming Addiction
Dad's Gaming Addiction
1 video of this game

Games like this

All games

Tsuro

2005·Tom McMurchie

Videos
70
Creators
15
Mostly reviews and how-to-play

2 - 8 players·15 - 20 min·Light weight

BattleTech

1985·Forest Brown, L. R. "Butch" Leeper, Jordan Weisman

Videos
46
Creators
9
Some playthroughs

2 - 4 players·0 min·Heavy weight

Sea of Legends

2021·Ryan Schapals, Zach Weisman, Jordan Weisman, Michael Kindt Dalzen

Videos
37
Creators
27
Mainly reviews and playthroughs

1 - 5 players·40 - 160 min·Medium weight

Mage Knight

2000·Kevin Barrett, Jordan Weisman

Videos
2
Creators
2
Reviews and how-to-play

2 - 4 players·60 min·Medium weight

About Tsuro of the Seas

From BoardGameGeek:

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...

Designers

Tom McMurchie, Jordan Weisman

Artists

Ilonka Sauciuc, Dawne Weisman

Publisher

Calliope Games

Categories

Abstract StrategyNautical

Mechanics

Dice RollingHand ManagementNetwork and Route BuildingPlayer Elimination
View on BoardGameGeek ›
Home
Games
Tsuro of the Seas
cached: 124172