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Pirate Piece of the Day

Tsuro (Cursed)

Piece Ratings: 2.60

Ratings are based on a 1 to 5 scale
1 being the worst. 3 is average. 5 is the highest rating.


Date Reviewed - March
9, 2010

 
Cadet-Captain Mike

Name:   Tsuro (Cursed)

Card:    DJ #009 (Rare)

Points:  16

Masts: 4

Cargo: 4

Moves: L

Guns : 2L,3S,3S,3S

Hit %: 217 (S), 67 (L)

Ability: Sea Monster. Give this sea monster a move action but do not move it. Instead, roll a d6. On a result of 5 or 6, move an enemy ship L in any direction.

 

Unlike most Pirates sea monsters, Tsuro isn't named after a legendary beast of the sea. It's named after a Wizkids board game. I know nothing about the game, but I used to own the monster.

 

Its speed is low (but typical for sea monsters). Its "cannons" are good enough that it could pop to the surface near a 4-masted ship and do it enough hurt that the ship wouldn't be able to kill it in reply. Its "cargo" is also good, which suggests a boarding role (which is what sea monsters ought to do anyway). But its ability? It sure sounds good, but...

 

I've complained in several reviews that Fear is overrated and overcosted because it works only one time out of three. Tsuro's ability is in the same category. Sure, it's fun to make your enemy's ships ram into each other, or push a gold ship away from a rich island before it can load up. But 2/3 of the time, nothing happens, and you've wasted a move action for a creature that needs all the moves it can get.

 

I used to own this monster. I replaced it in my collection with Champ, which is faster, has roughly equivalent cannons, and has a much more powerful ability for one point more. Tsuro would be a good fighting monster if they ditched the useless ability and reduced its cost. As is, this sea critter isn't horribly bad, but you can do better.

 

Goldship rating: 1.9 / 5

Gun Ship rating: 3.6 / 5

Boarding rating: 3.2 / 5

Value for points: 2.6 / 5


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