
Tsuro
2-8
8+
15+
Create your own journey with Tsuro... the Game of the Path.
Place a tile and slide your stone along the path created, but take care! Other players’ paths can lead you in the wrong direction—or off the board entirely! Find your way wisely to succeed.
The rules are simple: you place a tile to build the next step for your stone to follow. Paths will cross and connect, and the choices you make affect all the journey across the board.
Stay the path—your journey begins here.
Add a Review for "Tsuro"
You must be logged in to add a review.

Back in 2005, Tsuro: The Game of the Path was an odd release. It was the first board game to come from WizKids, a company better known for its CMGs or Collectible Miniatures Games such as MechWarrior: Dark Age and Heroclix, and their CSGs or Constructable Strategy Games like Pirates of the Caribbean and Rocketmen: Axis of Evil. Tsuro: The Game of the Pathwas a step away from all that, a complete and self-contained game that matched the European model in terms of quality, and matched its simplicity of concept with a simplicity of play. For a while it has been out of print, but now it has a new publisher.
The concept is that the Dragon and the Phoenix share the guardianship of the paths of life, maintaining a careful equilibrium between the two forces of luck and destiny. Only by finding a balance between the two, can you find the path to enlightenment. In Tsuro, this is reflected in the players having to find their way across the board, but curiously not to the other side. Indeed, a player does not want to find a path to the other or edge of the board, but rather he wants his opponents to do so. This will lose them the game, and if he can force this to happen by putting a path in front of them in front of an opponent — which he must take — then so much the better.
What strikes you first about Tsuro are the quality of its components, and the obvious thought that has gone into both its look and feel, all done in rich earthy shades of brown and following an Oriental theme. The rules are beautifully presented on a fold out card sheet, a cover sheet sits below that on top of the fully mounted board, and below that are the nicely shaped playing markers, and the glossy, hardy tiles. The only downside to the components are the plainly presented rules given in Dutch, French, German, Italian, Portuguese, and Spanish, and the playing markers. These eight, each in a different colour and with a dragon motif stamped into them, are of cheap plastic. They just do not feel as if they match the quality of the rest of the game.
The board consists of a six-by-six grid of 2½-inch squares, the same size as the tiles. Each of the edge squares is marked with a pair of starting marks on the very edge. These starting marks align with the lines or paths that run across the tiles. Each tile is marked with four of these lines running to the sides of a tile to create a total of eight entry and exit points. Although the paths cross, they never connect across a tile, only from one tile to the next. The effect, as the tiles are laid out on the board, is to create a series of separate paths, on which the players will never meet unless their paths are connected. It is important to note that each of the 35 tiles is different, but that they can all be laid out on the board to create a variety of paths and patterns. The 36th tile is an exception. The Dragon tile is used to indicate who draws the first after the draw pile is reshuffled.
Designed for two to eight players, a game begins with each player placing his marker on a starting mark and receiving a hand of three tiles. On his turn, a player selects one of these three and puts the tile down on a square next to his marker so that it increases the length of the path his marker is on. He then moves his marker along the new section of path to its open end. If another player has his marker on a path that is connected to and extended by the addition of this newly placed tile, then the marker is also moved along the path to its open end. In doing so, should a player’s marker be connected to a path that leads all the way off the board, then he must still follow it to the end. When his marker leaves the board, a player also leaves the game. The aim of the game then, is to force your opponents’ markers off the board, whilst you try to stay on.
And that really is it. To win you must be the last player with a marker on the board. It is possible to have two winners, but only if everyone else has been eliminated and all of the tiles have been placed. There are enough tiles to fill the board bar a single square. Players can also be eliminated simultaneously, when their respective paths are connected, forcing their markers to follow each other’s path back to the starting point and off the board. Of course, a player does not have to play a tile that will force him from the board unless no other move is possible, but when players’ paths grow closer, it is highly probable. It is possible for there to be no winner, having played games in which every player is eliminated on a single turn leaving the board empty. This is more common with only a few players.
Tsuro is both easy to learn and understand. Although two can play, it is definitely a better game the more players are involved as there are more opportunities for rival paths to connect. A greater number of players also increases the playing time, but to no more than half an hour. Nor is it an easy game to win despite the simplicity. Rather it is an easier game to lose than it is to win, and to be fair, Tsuro is very, very light in terms of strategy. Which probably makes it too light for more than an occasional play by the serious gamer, being more of a side dish than a main course, making it better suited to a family audience. Even so, Tsuro: The Game of the Path is an enjoyable attractive game that has been ably executed from concept to completion.
Hello my little Dragons and Dragonettes,
Today we are going to discuss a little game called Tsuro. This game is perfect for all ages (my 4 year old to my wife’s grandfather have played), requires only a few minutes to teach, and has never failed to please. Let’s take a closer look…
How to Play…
Tsuro is a beautiful tile laying path game for 2 to 8 players (I will add the solo variant at a later date). Each player starts with a stone at the edge of the board and 3 tiles to lay. You lay a tile next to your stone, follow the path with your stone, and pick another tile from the draw pile. That’s it.
No wait. Tsuro is all about staying on the board and/or knocking the other players off the board. It can be as offensive or defensive as you like, but the only way to win is to be the last stone standing. This makes Tsuro a purely tactical game, because you are constantly reacting to what tiles other players have laid. You do not want to end up on a path that takes you off the board or crashes you into another player… so you hope you have the tile in your hand (luck of the draw) to keep you alive.
My Conclusion…
A game like this would get boring if it lasted longer than 15 minutes, but it usually doesn’t. It’s a quick game that’s great to start off a game night, or just get some family time in before the kids go to bed. I can count on one hand the games that can play 8 in 15 minutes, and Tsuro is one of them. This makes Tsuro a very valuable game in my closet.
Is Tsuro right for everyone? Well, no game is the be-all and end-all. If you don’t like tactical games with little strategy and an element of luck… you will not like Tsuro. However, if you like tactical games, have an occasional need for a game that can handle a larger group, or a quick filler for game night… this game is a winner. Not to mention, it’s beautifully designed. I’d say it’s worth a look.
Side Note: I’ve had this game for about 4 years now, and it’s probably come out as often or more often than most of my “great” games. It’s a very flexible “good” game.
Tsuro is very simple to play and can easily play with more than four players. Most or our games run under 30 minutes and some are done in less than 15.
1. Play a tile
2. Move your marker
3. Draw a tile
The game ends when the last person has a marker on the board.
Even though the game is simple to play it is difficult to master. Just when you think you have the best strategy in mind, an opponent plays a tile, and you are out of the game. Not to worry, the games don’t take too long and you will be back in again.
Once I convinced several people who “don’t play those kind of games” to play Tsuro they were hooked. The game appeals to strategy gamers, but you don’t have to be a strategist to play well. It’s great when a six year old totally destroys the chessmaster.
Each tile that you play has a different design of lines that once placed will create a wide variety of paths. If a marker is on one of these paths, the marker will be moved forward until it 1) can’t move any farther because it’s at the edge of a tile 2) moves off the board (that player is out of the game) 3) runs into another player (both are out of the game).
There is a Dragon Tile that helps you keep track of who’s turn it is to draw and will help determine the winner. It comes into play when tiles are not available and a player needs to draw – they would instead draw the Dragon Tile. If another player is eliminated their tiles become available and the Dragon Tile holder gets to draw the first tile. They then set aside the Dragon Tile for the next player unable to draw a tile.
It is possible to have a tie, but we don’t run into it very often.
Tsuro is a game for almost every taste…
At first glance, you might be tempted to pass this game up as being overpriced and too simplistic. When you open up the box, there’s not much but a series of tiles and some token pieces to be used on the board. Well, there might not be much to the game, but that doesn’t mean that this game isn’t highly entertaining.
The game follows one simple principle/rule: Follow the Path. It could not be explained any more simply. However, some addition explanation helps. The tiles in the game have lines drawn on them to represent four different paths (2 entry points on each side of the tile). To start the game, you select a token and place down a starting tile on the edge of a playing stage. You then put your token on any one of the two paths on the edge of the board. From that point on, your token will follow whatever path you initially chose. You then place tiles (in turn sequence with your opponent), and each tile you place extends the length of your path. The object is to not run your piece off of the edge of the playing field where the path would end. If your piece collides with another player’s piece, both of your pieces are also removed from the game. Simple, right?
Well, here’s where things get tricky. The tile paths are often twisty, turny affairs. They will form complicated paths, and since you can’t jump paths, your token’s fate is tied to whatever path you create for it. Eventually, your tile path will intersect with another player’s tiles, and then your token is in for a WILD ride. Just remember…stay on the path!
This game is a game that can be played with a multiple number of players, and once you start playing in the open, you WILL get more players. Tsuro is like the call of a siren: once you start playing, it draws people in. The virtue of this game is that it can easily be understood just by watching it, so new players can jump in and not feel like they will slow the game down by learning it. And once people start to play, they’ll want to play again. The game is artistic in itself, feeling more like a creative exercise than a game, and it is entertaining for that virtue alone. I recommend this game for anyone who enjoys playing a game for the sheer sake of playing.
Tsuro is an abstract strategy game for 2 to 8 players. Really. It scales so well that it is interesting and challenging for any number of participants within this range. In fact solitaire variants are also possible.
At the beginning of the game each player places his or her “stone” at the edge on the board. Then the players start to lay tiles on the board, so each tile is placed next to the active player’s stone. Each of the tiles has a different configuration of paths. After laying a tile all the stones that were standing next to it are being moved along their paths. The aim of the game is being the last player with one’s own stone on the board: If a path leads a stone off the board or two stones “collide”, their owners are eliminated. There’s a bonus for eliminating opponents: the active player may swap their own tiles with the tiles of kicked off adversaries.
The rules are simple and intuitive (yet the rule leaflet explains them not too easily) and the gameplay is fast, however it requires careful planning based on something that can be called “geometrical imagination”. For skilled players one game of Tsuro may take 10 minutes or even less if they agree to play a blitz game.
The design of the game based on far eastern motives is stunningly beautiful. It’s a real aesthetic pleasure to play this game! The board features a drawing of a phoenix, the colorful stones have dragons engraved on them and the tiles look like made of reddish stone. For sure Tsuro is worth a try!
After seeing this episode of Wil Wheaton’s TableTop, I had to get a copy of Tsuro for myself. I drove down to my FLGS, picked up a copy and immediately got it to the table.
First thing I noticed was that the components are beautiful. You are definitely getting your money’s worth out of this game. Next, the rules were only a single page — that’s a welcomed sight for the casual gamer. Finally, this thing scales exceptionally well. It can accomodate 2-8 players, and it really just works all around. (Yes, the strategy changes when only 2-4 people are playing versus 5-8, but it’s still fun either way.)
One more thing — this thing is light. If boardgames were food, Tsuro is kale chips or seaweed in broth. I can’t emphasize how light and easy this game is to play or set up.
If you’re a casual gamer looking for a quick filler game, you can’t go wrong. If you’re on the fence I highly recommend checking out Episode 3 of TableTop to see the game in action. If you’re more into the heavier stuff, and are not interested in a lighter than light boardgame, I’d say pass.
The dragon and the phoenix guard the paths of life for all who play the game. Will you choose your destiny, or let fate decide if for you?
Tsuro is a very straightforward game that is easy to learn and easy to play, but has a bit under its surface.
COMPONENTS:
Tsuro is a beautiful game. Everything about it, from the board to its pieces, is great to look at. The players’ pieces are some of my favorite that I have encountered in a board game. Coupled with a flaming phoenix on the board, this game has a lot going for it visually.
The path cards look great with unique paths for each card. But because the grid printed on the board is so light, placement can be an issue. A small issue, but still annoying.
GAMEPLAY:
This game is simple, simple, simple. Stay on the board longer than the other people. This is accomplished by laying path cards on the board, and moving your piece to the end of path. If your path leads to the edge or into another player, you are out of the game.
There are a few strategies that can evolve during the game. There are people who try and go around the edge and leave a lot of space for later, and then there are those that are aggressive and try to send other people off of the board. Both have advantages and disadvantages.
CONCLUSION:
Tsuro is a beautiful and relatively cheap filler game that can be played two or three times in a row. You’ll have a lot of fun, but it isn’t a strong game to carry a game night. With the ability to play with 2-8 players, it is very adaptable to different situations. Enjoy your flight!
I don’t own this game, but it shows up now and again at my game group’s weekly meetings or special events.
You get two tiles with paths on them at the start of the game and lay yours down at the edge of the board to enter play with your stone. You chose a path and move your stone along it to the edge of the tile. You get another card and the next player plays and so on.
Each turn you choose another tile to place and follow the path to the edge of the tile again with your stone. You must follow the path all the way until you can’t move any more because you run into the edge of a tile. If your path leads you off the board, you lose. If your path leads you into another player’s stone on a path, you both lose.
Play keeps going until their is only one player remaining.
The great thing about this game is that it is quick, though the last game I played we used just about every single tile before there was only one winner. Tsuro also accommodates up to 8 players, so this and the quick play time makes it ideal for a filler game at any point during a game day where you can have a decent variety of number of players and want to get a quick game in.
This is an awesome addition to any serious gamers collection for many reasons.
1. It has beautiful components – everyone who sees the board is impressed with the asian art. The quality of the card stock is top notch and the pawn colors are easily distinguishable and complement the board art.
2. Relatively inexpensive- in a time when hobbyist board games cost upwards of 50 dollars this at 30 is a steal.
3. Easy and I mean EASY to learn
4. Even easier to teach…This is my filler and GO TO game for new gamers. You don’t want to bore them with lengthy rules explanations or intimidate during play with rules lawyering. Helps to promote the hobby
5. A good mix of luck (random draw of cards) and simple strategy (advance card play planning).
6. Quick game play usually leads to many repeated plays.
One variation on game play I like to introduce after a newer players are comfortable with the rules is once per game allow the placement of a tile on another players pawn.(Payback on the next game is usually the next course of action.)
Own this game you won’t be sorry.
Tsuro (Calliope Games) is a easy to learn strategy game that consists of nothing more than laying a lined tile down on the game board, then taking your token and following the path on the tile onto other tiles until the path ends. The goal is to keep your token on the board and while trying to cause other players token to follow a path off the board. The last token on the board wins.
Number of Players: 2 – 8 players
Average Game Length: 20 minutes
Gameplay:
Tsuro is game that can be taught and played in a matter of minutes. It’s very easy to understand the rules thus making it a great game for children and those who don’t want to spent a lot of time learning games with 40 page rule books (like Starcraft: The Board Game). Because there are so few game pieces and games are quick, it’s a good game for pulling out of the closet and playing at a moments notice. There is downtime between turns, but the pace of the game moves pretty quickly so you won’t spend too much time waiting on others to make their move.
Hardcore Score: 5
This game is good in short bursts, but it’s not something a hardcore gamer is going to play hours upon hours. There isn’t a lot of strategy involved and your best plans can be thwarted by someone throwing down a random tile and totally messing up your path.
Wifecore Score: 7
Due to the quick setup and easy to follow rules, this is a very good casual game. In addition, my wife likes it because its a great social interaction. You don’t have to spend a lot of time planning out your next move so during your downtime you can chit-chat with everyone around the table.
Kidcore Score: 9
Of all the games I’ve played, this is by far one of the most kid-friendly. Probably anyone ages 5 and up can play because there are so few rules, no reading is needed, and you don’t have to hold many tiles in your hand. Now a 5 year old may not be able to plan their moves in advance. But it’s easy to understand that your piece follows the path until it can’t go any further. Highly recommended for kids.