Tsuro in the Tsummer

The Review Crew's Take on
Tsuro




# Players . . .2-8
Game time . . . . . . . . 15-20 minutes
Set up . . . . . . . . . . . . . 1 minute
Luck . . . .3 . . .  .  . . . Strategy
*Interplay . . . . . . . . . . . . . . . . 8
Visual Appeal . . . . . . . . . . . . 9
Component Quality . .. . . . . 9
*Replayability . . . . . . . . . . . 7


*See "How we Rate" for a definition.

Summer's here (in case you hadn't noticed). For the crew, summer means family gatherings around the grill and the kiddie pool. It means shooting crazy items sky high with the water-rocket launcher. And, yes, it means games. After all, you have to come in from the sun once in a while.  

So here's why Tsuro is great in the summer. It's fast (15 minutes--no joke), it's easy to teach and learn, and it plays up to eight people. It's luck-based enough that kids can beat the adults (got to keep the kids happy, right?) and it's pretty cool to look at.

The subtitle of the game is "The game of the Path," and that's exactly what you're doing--creating a path with tiles for your dragon marker to move along. If your path strays off the board, your dragon dies. If two dragons run into each other, they both die. The object is to be the last one alive. 

Simple. And that's the way we like our summer. Uncomplicated.  Relaxed. Fun. That's Tsuro, too. 

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