Tsuro Review

Release: 2005
Players: 2 - 8
Playing Time: 0.33333333333333 h
Fantasy

Summarized Review

Intro

Tsuro takes everything complicated about board games and throws it out the window. You're placing tiles with winding paths on them, trying to keep your little dragon token alive while everyone else's crashes and burns. That's it. That's the whole game.

This gem from 2005 handles anywhere from 2 to 8 players in about 20 minutes, making it perfect for groups that can't agree on what to play. With a BoardGameGeek rating hovering around 6.7 out of 10, it's clearly not trying to be the next Twilight Imperium. Instead, it nails something much harder: being genuinely accessible without feeling dumbed down. The rules take maybe two minutes to explain, and your grandmother could beat you at it.

How It Plays

Everyone starts with a dragon token on the edge of a 6x6 grid and three tiles in hand. Each tile shows curving paths that connect the edges in different ways. On your turn, you place one tile adjacent to your dragon, then follow whatever path your dragon is on until it stops.

Your dragon stops when it hits an empty space, flies off the board, or crashes into another dragon. The last two scenarios knock you out of the game. The goal is simple: be the last dragon standing.

The genius is in how the paths work. When you place a tile, you're not just extending your own route—you might be completing someone else's path too. Suddenly their dragon goes zooming across the board in a direction they never intended. What starts as a leisurely stroll becomes a frantic dance of survival as the board fills up and your options disappear.

Each turn becomes a puzzle: which tile keeps you alive while potentially screwing over your opponents? Sometimes you're forced to place a tile that sends you toward danger, hoping you'll draw something better before your next turn. It's hand management at its most brutal.

Highlights

The beauty of Tsuro lies in its escalating tension. Early turns feel relaxed as you meander around the mostly empty board. But as tiles fill the grid, every placement becomes crucial. You're constantly calculating not just where your dragon will go, but where everyone else's might end up. That moment when you realize you've accidentally created a path that sends two opponents crashing into each other? Chef's kiss.

It's also brilliantly scalable. With two players, it's a tense duel of positioning. Add more dragons and it becomes beautiful chaos. Eight-player games are absolutely wild—dragons ricocheting around the board like pinballs while players shriek with laughter and dismay. The player elimination happens fast enough that nobody's stuck watching for long.

The production quality deserves mention too. The tiles are thick and satisfying, the dragon tokens are chunky and colorful, and the Asian-inspired artwork gives it a zen-like feel that matches the flowing gameplay. It looks great on the table and feels substantial despite its simple rules.

What really sets Tsuro apart is how it creates genuine strategy within such a simple framework. You're not just reacting to what's on the board—you're thinking several moves ahead, trying to position yourself in safe areas while maneuvering opponents into danger. It's abstract strategy disguised as a light family game.

Criticisms

The biggest knock against Tsuro is that it can feel random. Sometimes you draw the perfect tile to escape danger; other times you're stuck with three tiles that all lead to doom. Skilled players definitely have an edge, but luck plays a bigger role than some strategy fans prefer. When you're eliminated early through no real fault of your own, it stings a bit.

The player elimination mechanic itself bothers some people. Sure, games are quick, but getting knocked out in the first few rounds while everyone else continues playing isn't fun. It's especially rough in larger games where the chaos can claim victims seemingly at random. Modern game design has largely moved away from elimination for good reason.

There's also the question of longevity. Tsuro is fantastic for what it is, but it doesn't have the depth that keeps you coming back for months. Once you've played a dozen games or so, you've probably seen most of what it has to offer. It's the kind of game that lives in your collection as a reliable opener or closer rather than the main event.

Conclusion

Tsuro is perfect for groups that want strategy without complexity, competition without cruelty. It's an ideal gateway game that doesn't insult anyone's intelligence while remaining genuinely engaging for experienced players. Families will love it, casual groups will request it, and even serious gamers will appreciate its elegant design.

If you need something that plays quickly, teaches easily, and generates laughs and groans in equal measure, Tsuro delivers. It won't be your favorite game of all time, but it might be the one you're most grateful to own. Sometimes simple really is better.

About this Game

Tsuro is a beautifully simple game of laying a tile before your own token to continue its path on each turn. The goal is to keep your token on the board longer than anyone else's, but as the board fills up this becomes harder because there are fewer empty spaces left and another player's tile may also extend your own path in a direction you'd rather not go. Easy to introduce to new players, lasts a mere 15 minutes.

Tsuro has an Asian spiritual theme - the lines representing the "many roads that lead to divine wisdom", and the game as a whole representing "the classic quest for enlightenment". This theme is very light and the game essentially plays as an abstract strategy game.

The game consists of tiles with twisting lines on them, a 6x6 grid on which to lay these tiles and a token for each player. Each player has a hand of tiles. On your turn you do two things: place a tile from your hand onto the board next to your token and move your token as far as it can go along the line it is currently on, until it is stopped by an empty space with no tile in (yet), the edge of the board or colliding with another player's token. If your token reaches the edge of the board or collides with another player's token, you are out of the game. The aim of the game is to be the last player left with a token on the board. Strategy therefore consists of trying to drive your opponents either into each other or off the board whilst extending your own route in directions that will make it difficult for your opponents to do the same.

--description from publisher

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Tsuro

Age 8
Players 2 - 8
Playing Time 0.33333333333333 h
Difficulty 1 / 5