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
|