CONTENTS The Wake Tiles SETUP Placing The Daikaiju PLAYING

Tsuro of the Seas is a board game for two to eight
players. Players sail their ships by placing wake tiles
and moving their ships along the routes that begin at
the edge of the board and travel through the mystic
seas. The object of the game is to prevent your ship
from being destroyed by one of the daikaiju (giant
monsters) AND avoid being forced out of the
mystic seas to the edge of the game board.
1 game board
56 wake tiles
10 daikaiju tiles
8 Imperial Japanese Red Seal Ships
2 dice (1 gold, 1 blue)
parts. On each player’s turn, he or she is called the
active player, and performs the following actions.
1. Rolls the gold and blue dice; on a result of 6, 7,
or 8, the player must move the daikaiju on the game
board according to the Daikaiju Movement rules.
2. Places a wake tile.
3. Move his or her ship along the wake line.
4. Draw a wake tile.
Elimination Bonus
Daikaiju Movement
Draw Tiles
The active player rolls to determine if a daikaiju
moves on his or her turn. Roll both the gold
and the blue dice. On a result of 6, 7, or 8 the
daikaiju moves. Move or rotate the daikaiju in
ascending order according to the rotation number
in the corner of the tile (this is the number next
to the curved arrow). If two daikaiju on the board
have the same rotation number in the corner,
move the daikaiju with the gold arrow first.
To determine how each daikaiju moves roll a single
die. Compare the result to each daikaiju tile and
move them according to the following guidelines:
On a result of 1–5, the daikaiju moves or rotates
in the direction indicated by the directional arrows
on each daikaiju tile. On a result of 6, the daikaiju
does not move. Instead a new daikaiju tile is placed
according to the Placing the Daikaiju rules in Setup.
If one or more opponents are eliminated as a result
of a new wake tile being placed, the active player
may immediately exchange any of the tiles in his
or her hand for the same number of tiles from the
eliminated players’ hands. The remaining tiles are
added to the bottom of the draw pile. The active
player still may draw a tile (see below).
After placing a wake tile and moving his ship to the
end of the open wake, the active player draws a wake
tile from the draw pile so that he has three tiles in
his hand. Any wake tiles removed from the game
board by a daikaiju are returned to play by being
added to the bottom of the draw pile.
When only one Imperial Red Seal ship remains on
the board, that player wins the game. If two or more
players exit the board as a result of a wake tile being
placed in the last available square, then both players
win. They have successfully navigated and survived
the dangers of these mystic seas!
The Wake Tiles
Each wake tile shows four lines, the ship’s wake, that
create eight points on the tile’s edges. When the
tiles are laid next to each other, these points line up
and create a continuous ship wake. The wakes on a
tile may cross one another, but movement proceeds
uninterrupted along a single wake.
Daikaiju Tile Examples
Daikaiju Rules
End Turn 1
Turn 2: Player moves ship to end of wake trail
1. Lay out the game board.
2. Each player chooses a ship to command.
3. Shuffle the wake tiles and deal three tiles face
down to each player. These tiles create your hand.
You may look at the tiles in your hand at any time.
4. Stack the remaining wake tiles face down. This
stack is the draw pile.
5. Place daikaiju (see below).
Placing The Daikaiju
Shuffle the daikaiju tiles and place them face down.
The number of daikaiju placed on the board at the
start of the game is based upon the number of players:
For 2 to 4 players place 6 daikaiju
For 5 to 6 players place 5 daikaiju
For 7 to 8 players place 4 daikaiju
For each daikaiju to be placed, roll the gold and the
blue die. Find the result of the gold die roll in the
gold numbers along the top of the game board and
then find the result of the blue die roll in the blue
numbers along the left side of game board. Locate
the square at the intersection of these two numbers
and place a daikaiju tile face down in that square.
If the result of the die roll places two daikaiju in
the same square, re-roll to place the second daikaiju
in a different square. Rotate each daikaiju tile in a
random direction and turn it face up.
Example: A gold die result of 2 and a blue die
result of 5 places a daikaiju at the white square.
The oldest player takes the first turn. Play continues
to the left. The first player places his or her ship on
any of the start marks (short white marks) on the
outside edge of the game board. Continue clockwise
around the board until each player has chosen a
start mark and placed his or her ship on that mark.
All players should place their ships on start marks
before any wake tiles are played. Each round has four
Ship and Daikaiju Movement
Example End Turn 1
On Turn 1 of this example, the active player
rolls a 4 for the movement of the daikaiju. The
daikaiju moves to the left based on the position
of the 4 arrow. When the daikaiju moves to the
left, it replaces the wake tile in that square and
the tile is removed from the game board. Now
the active player places his wake tile and moves
his ship. The position of his ship’s wake and the
movement of the daikaiju unfortunately places
his ship close to the daikaiju at the start of turn 2.
Place A Wake Tile
The active player chooses one of the wake tiles from
his or her hand and places it on the open square next
to his or her ship. The tile may be placed using any of
the four sides. Once a tile has been placed, it cannot
be moved for the rest of the game unless destroyed
by a daikaiju, in which case the wake tile is removed
from the game board. A player may not willingly:
• Connect his or her own ship wake to the edge of the
board (thereby forcing himself out of the game) unless
no other move is possible. Near the end of the game,
it is possible to eliminate your ship in this manner.
• Place his or her wake tile in such a way as to place his
ship into an “endless loop” (thereby forcing himself
out of the game) unless no other move is possible.
• Connect his or her wake tile to a daikaiju tile
(thereby forcing himself out of the game) unless no
other move is possible.
• Place his or her wake tile in such a way that it
would cause two ships to travel the same ship wake
in the same direction.
Move The Ship
Ship and Daikaiju Movement
Example Start Turn 1
The active player moves his or her ship forward
to the open end of the ship’s wake. If the new tile
connects to the wake of any other player’s ship,
move that ship to the end of the ship’s wake. If the
active player’s wake tile placement connects two
players’ ship wakes, each ship moves to the open end
of the new tile. The ships pass each other and do not
collide. A player is eliminated from the game if the
open end of his or her wake connects to the edge of
the board or a daikaiju tile.
Ship and Daikaiju Movement
Example Turn 2
On Turn 2, the active player rolls a 2 for the
movement of the daikaiju. This daikaiju simply
rotates in place—which is very lucky for the active
player. If the die roll result had been a 5, then the
daikaiju would have moved into the square in front
of his ship. The daikaiju would have then eliminated
him from the game by preventing him from placing
a tile and destroying his ship. At the end of Turn
2 the lucky player places a ship wake tile that takes
him away from the daikaiju and prays that the next
player doesn’t roll a 4!
No Daikaiju: Players who prefer to play the game
with no random elements can play without placing
daikaiju. All other rules apply.
Q: What happens if the game tiles fill the board and two or
more ships remain? A: Those two players tie for the win.
Q: What happens if all remaining players are eliminated
on the same move? A: Those players tie for the win.
Q: What is a daikaiju? A: Diakaiju are giant monsters.
The word is pronounced dī-kī-jū and represents both the
singular and plural form of the monsters.
©2013 Compound Fun, LLC. All rights reserved. Tsuro, Tsuro of the Seas, and Calliope Games are trademarks of Compound Fun, LLC.
Starting Position
• If a daikaiju’s movement would force it off the
game board, it is removed from play.
• If a daikaiju moves to a square occupied by a wake
tile, remove the wake tile from the game board,
add it to the bottom of the draw pile, and move the
daikaiju to that square. Any ship on the removed
wake tile is also removed from the game board, and
that player is out of the game.
• If a daikaju moves to a square adjacent to the
active player’s ship, that ship is destroyed by the
daikaiju and is eliminated from the game (the
daikaiju prevents the player from placing a wake
tile). If a second ship occupies the same side of
the same wake tile (the ships are placed side by
side facing the same direction), the second ship is
not automatically destroyed by the daikaiju as the
captain may avoid its wrath (the daikaiju may move
before that player’s turn)!
• If a daikaiju moves to a square already occupied
by a daikaiju tile, the moving daikaiju destroys the
stationary daikaiju and the stationary daikaiju is
removed from the game board.
• There should always be a minimum of 3 daikaiju
on the game board. If a daikaiju movement results
in less than 3 daikaiju remaining on the board,
then the next player must roll to place a number of
daikaiju tile(s) (to a minimum of 3) according to the
Placing Daikaiju rules in Setup. Once the daikaiju
are placed, the player does not roll for daikaiju
movement this turn. If the new daikaiju is placed in
a space that is occupied by a wake tile, the wake tile is
removed from the game. Any ships on that wake tile
are destroyed and those players are out of the game.
• There is a slight chance that a daikaiju movement
may prevent a player from taking their first move,
either by occupying the first playable square or by
exiting the board at the place where a ship still
remains in their starting position. If this occurs,
the player can move their ship to any other starting
point on that same edge of the board as long as
there is not a wake tile already there.