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Tsuro of the Seas» Forums » Variants

Subject: The one house rule that saves the game rss

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Hi folks,

so the Daikaiju are too mean, as they eliminate you instantly. This rule saved the game in our gaming group:

Whenever you would be destroyed by a daikaiju, you just lose one of your cards, so you have just 2 (or even 1) to play with for the rest of the game

Like this, your future options are getting limited, but you can still stay in the game.

Further details of our hacked version of Tsuro:
- 3 Daikaijus at the beginning, no matter how many players.
- Your move consists of: 1. Roll the dice, 2. put a tile. If you roll a golden 1 or 2, the daikaijus move in the direction of the blue die. If not, no daikaiju movement.
- If you put a tile that would send you in a circle (which can happen when daikaijus destroy your path), you take a "bonus tour", drive one time in the circle and end up at the tile you were before. The tile that closed the circle is discarded.
- Cannons can be discarded at any point in the game. If you have just one tile left in your hand and you draw a cannon, you can keep it in your hand until it's your turn again and discard it then, just to draw a new tile.
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Stephanie Morgan
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Shawnee
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stffen wrote:
Hi folks,

so the Daikaiju are too mean, as they eliminate you instantly. This rule saved the game in our gaming group:

Whenever you would be destroyed by a daikaiju, you just lose one of your cards, so you have just 2 (or even 1) to play with for the rest of the game

Like this, your future options are getting limited, but you can still stay in the game.


Even when they did this game on TableTop, Wil noted that his family house rule was that the eliminated player continued to roll to wake up and move the dragons even after they were eliminated. They played the episode this way - as Wil had lost right away. (Not a spoiler, let's be honest.)
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This is a another nice idea! Thanks!
 
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If your gaming group doesn't like player elimination games, why not find an alternative game to play instead of playing this one wrong?
 
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Jeremy Haugen
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toober wrote:
If your gaming group doesn't like player elimination games, why not find an alternative game to play instead of playing this one wrong?


Because it is their game... adjusting rules is a time honored tradition. Even Monopoly has incorporated 'house' rules over time.
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Dion Winton-Polak
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I run a group which has several young children in it. They love the game but find the elimination aspect too frustrating. Well, they're only 8 years old. Rather than junk the game, we've tinkered with it a bit over time. The best solution we have found is to treat each elimination as a 'ship lost.' The player begins their next turn at a fresh starting point on the edge of the board. Any tiles destroyed by the daikaiju are discarded - not recycled - which gives the game an end point and ensures the board fills up nicely. Whoever has lost the least number of ships by the time the tiles run out is declared the winner.
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After a few more rounds, we have kind of finished our house rules. I added the details in the first post.
 
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Monica B.
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Our house rule to reduce instant death via dragon:

1) If the active player can't move anywhere but into a dragon at the end of their turn (the dragon tile is adjacent to the ship's tile), we give them a chance to fight the dragon. The player fights by rolling the dice.

If the player rolls both of the dragon's coordinates, then the dragon is immediately removed from the board.

If the player rolls one of the coordinates with the dice, then the player gets a chance to move the dragon per the usual rules. At that point, the player rolls the gold die and the dragon could move away, stay put, or move on top of the player. If it is the latter two options, the player's luck runs out and they are eliminated.

(If the dragon is in a border square, which has no coordinates, then the player to the right of the active player picks two numbers to be rolled.)

If you are not the active player, and a dragon lands on you because of another player's roll, there's no defense. Life is just nasty, brutish, and short for you at that point.

I like the other variant ideas in this thread of losing a wake tile and just recycling ships, too. Lots of simpke options to tinker with make this game more interesting than it is on the surface.
 
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Stephen Hell
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Dion_Scrolls wrote:
I run a group which has several young children in it. They love the game but find the elimination aspect too frustrating. Well, they're only 8 years old. Rather than junk the game, we've tinkered with it a bit over time. The best solution we have found is to treat each elimination as a 'ship lost.' The player begins their next turn at a fresh starting point on the edge of the board. Any tiles destroyed by the daikaiju are discarded - not recycled - which gives the game an end point and ensures the board fills up nicely. Whoever has lost the least number of ships by the time the tiles run out is declared the winner.
I like it! Eliminate the elimination. Great idea!
 
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Stephen Hell
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We played the "eight-year-olds" variant and started with three monsters last night as a two player game. The one game lasted almost two hours. We finally called it quits. After reaching 10 lost ships each with four dragons and maybe four or five empty spaces on the board, wedded next lost ship loses. Fun but became tedious after an hour or so. Might try it today with my group to see how it goes.
 
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