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Tsuro Board game wiht Box
Tsuro board game with storage box with space for approx. 90 tiles
A playing field size (if enough playing field pieces are printed)
- 4x4
- 6x4
- 6x6
- 8x6
- 8x8
Anything can be used as game pieces; I simply scaled down regular Benkey figures.
Rules of the game:
Objective: Each player tries to keep their game piece on the board for as long as possible.
At the beginning of the game, everyone chooses a game piece and places it in front of them. Depending on the number of players, either the small or large grid is used. All path cards are shuffled and placed face down in piles next to the playing area. Finally, each player draws three path cards and adds them to their hand.
The starting player begins and places their game piece next to one of the outer spaces. Players then take turns placing their pieces next to an outer space.
A player's turn always consists of three phases. In the first phase, they must place one of their three hand cards next to their game piece in such a way that the piece's path is extended.
The game piece is then moved along the path until it must stop before an unoccupied space or is moved back off the game board.
Finally, the game piece replenishes its hand to three cards.
If the path of several game pieces is extended by placing a card, all of these game pieces are moved along the paths.
A player's turn always consists of three phases. As soon as a figure is moved out of the grid, it is out of the game and its owner can place their path cards back in the box. The same applies if two figures meet on a path.
End of the game: The last player remaining in the labyrinth of corridors wins Tsuro.
Rules for special tiles:
Dead ends: As the name suggests, these tiles have paths with dead ends. If a path leads to a dead end, the player "dies". These are represented as a crossed circle.
Portals: Portals are played like other tiles and consist of an entrance and an exit. These are marked with the same color. For example, if only one red portal is placed in the game, it functions as a dead end and the player "dies." However, if there are two red portals on the playing field, the path opens and can be used as a normal path.
Turntables: When a player reaches a turntable, the path is determined anew each time.
Procedure: If a player's path leads to a turntable, it must be rotated so that the arrow on the turntable corresponds to the player's approaching path. Then, the exit path is determined by rolling the 7-sided die.