Tsuro Rules
Tsuro Rules
Tsuro Rules
EXAMPLE OF PLAY
The following illustrations show the rst three
turns of a three-player Tsuro game.
Figure 1
3
3
2
1
PLAY A TILE
RULES
Figure 3
2
1
DRAW A TILE
THE TILES
Each playing tile is printed with four lines, or
paths, that create eight points on the tiles edges.
Each point lines up with the points on any other
tile to create the paths. Though the paths on each
tile might cross each other, they each proceed
uninterrupted and independent of the others. For
example, the paths on the following tile connect
only the two points marked A, the two points
marked B, and so on. Each tile is unique.
Figure 2
1 game board
8 markers
1 dragon tile
35 playing tiles
CONTENTS
SETUP
Lay out the game board.
Each player chooses a marker.
Find the dragon tile and set it aside. Shufe the
remaining tiles, and deal three tiles, face down, to
each player.
CREDITS
Game Design: Tom McMurchie
Product Development: Jim Long,
Jon Leitheusser
Art Direction: Shane Small
Graphic Design: Cathy Brigg
Artwork: Shane Small
Photography: Jennifer Clark
Special Thanks to Dawne Weisman
2005 WizKids, Inc. All rights reserved. Tsuro and WizKids are
trademarks of WizKids, Inc.