TSURO RULES PDF

Tsuro is played by placing tiles on the board and creating paths that your marker will follow. Just be careful though, if the path you or another player makes sends you off the board you have lost. Paths are made by connecting these lines by their endpoints. These tiles are used to fill the game board with paths that the character markers must follow.

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Tsuro is played by placing tiles on the board and creating paths that your marker will follow. Just be careful though, if the path you or another player makes sends you off the board you have lost. Paths are made by connecting these lines by their endpoints.

These tiles are used to fill the game board with paths that the character markers must follow. The paths may cross each other at some points put the path continues with no sharp turns.

You must get the game board out and set it on a flat and even surface that all players can reach easily. Then each player may pick a marker to use in the game. Get all the tiles out of the box and remove the tile marked with a dragon, this is used later in the game and is not part of the 35 path tiles.

Next, shuffle the path tiles and hand each player three, this will be their hands. The rest are set to the side in a draw pile available to all players. They begin by placing their marker on one of the ticks at the edge of the board that marks the ends of a path. Then continuing clockwise, each other player will do the same, but no two players can be on the same path edge.

Tsuro Tile Once everyone has placed their marker on the edge of the board the first player can take their first turn. The player taking their turn currently is always called the active player, this will be important later.

Play a Path Tile The first part of every turn includes playing one of your path tiles in your hand. You take the tile and place it on the board in an open square, but it must be played next to your marker. Tiles can be played in any orientation. Tiles have a few rules you must follow to place them.

They may not be placed in such a way that it would send your marker off the board unless this is your only move, but near the end of the game, this will be a possibility. When a player plays a tile, the tile will not be moved for the rest of the game.

Move the Markers After a tile is placed you must then move yours and every other marker affected. If any markers are sent off the board, the player that that marker belongs to loses the game. Draw Tiles At the beginning of a game and always in a two-player game tiles are only drawn by the active player.

The active player draws a tile to end their turn. This tile becomes part of their hand for their next turn. Once it gets farther in the game players will start to draw tiles outside of their turns when they do not have a full, three tile hand. Once this happens, starting with the active player and continuing clockwise players with less than three tiles will draw one tile and continue until all players have three tiles or the draw pile is empty.

There is only one exception to this rule, the dragon tile. Dragon Tile The tile marked with a dragon comes into play later in the game. It is only given out when a player needs to draw a tile and cannot because the pile is empty.

The first player to experience this is given the dragon tile. When tiles become available later, instead of the active player drawing first, the player with the dragon token sets aside their dragon tile and draws the first tile and then it continues clockwise from them.

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Tsuro Game Rules

Gameplay[ edit ] Tsuro playing pieces The game is played on a square board that is divided into a six-by-six grid of squares. Before the game begins, each player chooses a different colored playing piece and places them on any of the white notches that surround the edge of the board. Each player also holds three tiles. After each turn, they draw another card. There are thirty-five standard tiles and one Dragon tile. To play, the player must place a tile in the square in front their piece.

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Tsuro: The Game of the Path

The player currently taking his or her turn is called the active player. Play A Path Tile The active player chooses one of the path tiles from his or her hand and places it on the open square next to his or her marker. The tile may be placed in any direction. Once a tile has been placed, it cannot be moved for the rest of the game. A player may not willingly connect his or her own path to the edge of the board thereby forcing himself or herself out of the game unless no other move is possible. Near the end of the game, it is possible to eliminate yourself in this manner. Move The Markers The active player moves his marker to the open end of the path.

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