Contents
Tsuro: Veterans of the Seas Game Rules
Introduction
Hey there! Are you ready to embark on an exciting adventure across the seas? Well, you’re in the right place! In this article, I’ll be walking you through the game rules of Tsuro: Veterans of the Seas. So sit back, relax, and let’s dive in!
Game Overview
In Tsuro: Veterans of the Seas, the objective is simple – be the last player standing! You and your opponents will navigate ships across the board, using tiles to create paths. But be careful! The seas can be treacherous, and one wrong move could send you crashing into an island or even another player’s ship!
Setting Up
Before we get started, let’s set up the game. Each player will choose a colored pawn and place it at the starting position on the board. Shuffle the game tiles and deal three to each player. Create a draw pile with the remaining tiles and you’re ready to go!
Gameplay
On your turn, you have two options: either play a tile or move your ship. If you choose to play a tile, draw a new tile from the draw pile and place it on the board, connecting it to existing tiles to create a path. But be strategic! You want to make sure your path takes you far away from other players, while also keeping you safe from islands.
If you decide to move your ship instead, simply follow the path that you’ve created with your tiles. Make sure to stay on the board and avoid any collisions along the way. If your ship ends up falling off the edge of the board or crashing into another ship or island, you’re out of the game!
Winning the Game
The game continues until there is only one ship left on the board. The last player with a ship standing is declared the winner of Tsuro: Veterans of the Seas!
Conclusion
Well, there you have it! Now that you know the game rules of Tsuro: Veterans of the Seas, it’s time to gather your friends, set sail, and see who can navigate the treacherous seas and emerge victorious. Good luck and may the best sailor win!

If you want to use these tiles, make sure you have the Tsuro of the Seas boxed game. Before you start playing, you should all agree on using the following rules, which are optional.
What is the Mystic Portal?

The portal tile, also known as the “1 Tile,” is an intriguing addition to the game setup. It’s like a magical card that adds a twist to the game.
Imagine this: you’re playing the game, and suddenly, you draw the portal tile. Exciting, right? Well, let me tell you what you can do with it.
Firstly, you have the option to play the portal tile instead of a wake tile. You can use it at any time, even on another player’s turn. It’s a strategic move that can save you from elimination.
Now, here’s something you need to keep in mind. If you play the portal tile on another player’s turn, you’ll have only two tiles in your hand at the start of your next turn. Why? Well, because you don’t refill your hand until the end of your turn. So, be prepared!
When you play the portal tile instead of a wake tile, follow the same rules as you would for placing a wake tile. But here’s the exciting part – the portal doesn’t replace any existing wake tiles. It’s an extra feature!
Now, pay close attention. When you place the portal tile, all the ships that are affected by it will be transported through the portal to a new location. It’s like a teleportation device!
But wait, there’s more. The ships and daikaiju are transported separately, one by one, in play order. The active player’s ship goes last, followed by the daikaiju. So, choose your timing wisely!
When you play the game Tsuro of the Seas, there is an important rule called “Placing the Daikaiju”. This rule says that each player rolls 2 dice to move their ship. The dice tell you which square to put your ship in. It’s like a map! You have to follow the rules and put your ship in the right spot.
Now, here’s what happens next. If there is no wake tile in that spot on the map, you can put one there. You can also choose which way your ship will go. It’s like drawing a path for your ship to follow. But be careful! Once you put your ship on the wake tile, it has to keep going until it reaches the end.
But what if there is already a wake tile in that spot? Well, you still get to choose where your ship goes and which way it will travel. It’s like you’re in control of your ship’s destiny. Just remember, once you put your ship on the wake tile, it has to keep moving until it reaches the end.
Now here’s the tricky part. You can’t go on the same wake tile in the same direction as another player’s ship. That would cause a collision! But you can go on the same wake tile in the opposite direction. It’s like going against the flow.
When I’m playing the game, I roll to move the daikaiju once all the ships it affects have been moved.
Once the daikaiju has been moved, the portal stays on the board for the rest of the game, only transporting ships and the daikaiju.
It’s interesting to note that the whirlpool, tsunami tile, and portal can all be in the same square. The portal is always active, even if it’s “covered” by other elements on the board. It’s helpful because it allows me to avoid the dangers of the tsunami and uzushio. My ship can “teleport” away before encountering them.
Tsunami

(2 Tiles)
We’ve got two special tiles called tsunami tiles. One has golden arrows, and you mix it into the daikaiju deck when setting up the game. The other one with blue arrows is kept aside for later.
At any point in the game, even during set-up, the golden tsunami tile can be drawn. Once you draw it, put it in the game board according to the usual daikaiju placement rules.
Give the golden tsunami tile a spin and turn it face-up. Find the arrow with the number “2.” The tsunami will move in that direction.

When they talk about the row of a tsunami, they mean all the squares on either side of the tile, depending on which way it’s facing. So, when you put the tsunami tile down, the row includes all the squares to the left of the “gold 4” and to the right of the first “gold 3”, as well as the square the tsunami tile is on.
When you place the blue tsunami tile, make sure it’s touching the edge of the board where the “gold 2” is. This tile is important because it shows the direction and strength of the tidal wave. Just line up the arrow on the “blue 2” with the arrow on the “gold 2” of the tsunami tile you placed.
Whenever your ship and the tidal wave tile are in the same row, whether you moved your ship or the tidal wave moved, you need to roll a die. You have to match or beat the number on the arrow. If you fail, your ship gets capsized and taken out of the game. The tidal wave always starts at 2, so if your ship is in that row, you need to roll a 2 or higher.
The tidal wave doesn’t move at the same pace as other things in the game. It moves before the player who placed it takes their next turn. This is called one game round, when all players have gone once.
Hey there! Let me walk you through the steps for this game. Here’s what you need to do: move the yellow tsunami marker one square towards the blue tsunami marker. Easy, right? Oh, and don’t forget to rotate the gold tsunami tile so that it says “gold 3” and points towards the blue tsunami tile. Finally, rotate the blue tsunami tile marker so that the directions on both tiles match. Got it? Great!
Now, listen up! If you’re in or entering the new tsunami row, you’ll have to roll a die and try to get a 3 or higher to survive the tidal wave. It’s no joke! In the second and third rounds of the game, both arrows on the tsunami tile will show a 3. The tsunami will be at its strongest, with a power of 4, in the fourth round it’s on the board. And it’ll stay strong at 4 until it leaves the board.
When you encounter a gold arrow tsunami tile in the game, it doesn’t actually get rid of any of the existing tiles. It just moves over them. The only things that get affected by the tsunami are the ships belonging to the players. The wake tiles, daikaiju tiles, and other optional game tiles stay on the board. You can even sail through the square with the tsunami tile or end your turn on it. You just have to move the tsunami tile in the same row so that it doesn’t physically affect any of the ships on the board.
If another player’s tile sets your ship in motion and it goes through or into the row with the tsunami tile, you have to roll the die right away. You need to meet or beat the current strength number of the tsunami. If you can’t, then your ship gets removed from the game.
Once the gold tsunami tile moves off the edge of the board, both tsunami tiles are taken out of the game. You don’t put them back in the daikaiju tile pile.
Uzushio

(1 Tile)
Lemme tell you about the uzushio tile, my friend. This little whirlpool tile is a real game-changer in Tsuro of the Seas. See, during game set-up, we shuffle that bad boy into the daikaiju deck.
Here’s the wild part: the uzushio tile can pop up at any time, even during set-up. When it does, we follow the rules and put it on the game board, just like any other daikaiju tile.
Now, here’s the tricky part. The uzushio tile moves on its own. Yeah, it’s got a mind of its own. It’s like it’s got a grudge against still water or something. So, when we roll the dice to move the daikaiju and we don’t hit a 6, 7, or 8 (as per the Daikaiju Movement rules), that’s when the uzushio gets a move on.
And this ain’t your average roll. We pick up one die and check its number. Then, we compare that to the arrows on the uzushio tile. That tells us which way the tile moves. Pretty nifty, huh?
We shift that tile one square in the direction indicated by the roll. But hold up! If we happen to roll a 5 or 6 on that movement roll, the uzushio ain’t going nowhere. It stays put, like a stubborn whirlpool.
When the uzushio moves into a square with a wake tile, it causes the wake tile and any ships on it to be taken out of the game. The same applies if the daikaiju is in that square – it is also removed from the board. Additionally, if the daikaiju moves into the whirlpool square during its movement, it is removed.
If the uzushio tile moves off the board, it is also removed from the game and should not be put back in the daikaiju tile pile.
Remember: The uzushio and tsunami tiles do not count as daikaiju when determining the minimum of three daikaiju tiles required on the board, as stated in the Tsuro of the Seas main rules regarding the placement and rules of daikaiju.
About the Taihou

(5 Tiles)
Hey there! Let’s talk about Taihou tiles. They’re pretty cool because they get shuffled into the wake deck when we’re getting ready to play the game.
Now, when you draw a taihou tile, you have a couple of choices. Option number one is to hold onto the tile, just like you would with any other tile in your hand. Option number two is to show the tile to all the players and then discard it right away. If you choose to discard it, the tile is taken out of the game, and you get to draw another tile from the wake deck.
Oh, and by the way, you can only have a maximum of 2 taihou tiles in your hand at any time. Gotta keep things fair, you know?
Here’s something really cool – any time during the game when a big bad daikaiju is about to destroy your ship, you can use your cannon tile to blow it up! It doesn’t matter if this happens during the daikaiju’s turn or even on someone else’s turn. You’ve got the power!
If I play on someone else’s turn, I’ll only have two tiles in my hand at the beginning of my turn, because I don’t refill my hand until the end of my turn.
Instead of using a wake tile, I can use a taihou tile to get rid of a daikaiju next to my wake tile.
Once I use a taihou tile, it’s taken out of the game (don’t put it back in the wake deck) and the daikaiju goes to the bottom of the daikaiju deck.