Tsuro

Designed by: Tom McMurchie

Tsuro is a game of pathways. Each player starts with a dragon piece which they put next to one of the starting paths (note: each tile edge has two possible paths) around the edge of the board. You are also given three tiles: on your turn you place a tile in front of your dragon, and move it along the path in front of it.

Having done so, you now replenish up to three tiles and prepare for your next turn. All you have to do is make sure your path doesn’t lead back to the edge of the board!

The game really is as simple as that – except, that as the game becomes more populated with tiles, there are fewer and fewer spaces to go, and if your dragon interacts with other tiles it’s forced to move along these paths, potentially to its doom!

So what begins as a gentle stroll along a path of your own choosing can become an enforced roller-coaster that you have no choice but to go on… And the last dragon standing wins the game.

Sam says

It's so, so simple, but I have a lot of time for Tsuro. Partly because it plays well with more players (I think less than four starts to feel a bit spacious, but the game always plays fast) and partly because for all its beauty on the board it is kind of a silly game - one where the most strategic player can be out (and the winner decided) on pure luck.

The guru's verdict

  • Take That!

    Take That!

    It's last-one-standing, so there is a little take that to the game. But ultimately everyone is just trying to survive so no-one should feel singled out.

  • Fidget Factor!

    Fidget Factor!

    Very low. Each person plays a tile - although working out which tile is best (and at what angle) can sometimes take a moment.

  • Brain Burn!

    Brain Burn!

    Low.

  • Again Again!

    Again Again!

    Fast play, minimal rules, and randomness guaranteed by the tiles.