Ninjas! Objective: Protect Your Dojo and conquer land for your Sensei. Defeat your opponent's Dojo by occupying it, or have the most land when the first player’s cards run out.

SETUP: Shuffle the Ninja Water and Ninja Land hexagons altogether. Place the top hexagon of the pile on the table starting in the middle, followed by one next to it.

In a clockwise pattern continue to place the hexagons adjacent to each other in a circular pattern.

Continue until all water and land hexagons have been placed.

Roll the dice to see who goes first. The person with the high roll places their Dojo hexagon first. The Dojos must be placed on the perimeter of the body of hexagons. Each Dojo must touch two hexagons- land and/or water.

The second person to place a Dojo must place theirs at least three hexagons away from the first persons.
Have each team place 5 ninjas on their respective Dojos, and shuffle the playing cards. Now the player who placed their Dojo last gets to begin their turn first.
Playing the Game:
Your turn will involve moving your ninjas, attacking opposing ninjas, and summoning more ninjas.
Moving your ninjas:


In this picture, the yellow ninja clan has 3 ninja moves. They utilize the forest to reach the mountains near the opponent's dojo.

In this picture, the yellow ninja clan has 5 ninja moves. One ninja moves to the mountains near the opponent's dojo, and the other moves to the mountains over the water.
You man want to consider other land types as you chose where to move your ninjas:

Water hexagons can be used strategically to block enemies and save your precious cards. Only one ninja is allowed for each water hexagon. A friendly ninja, however, may pass through if not remaining there at the end of the move sequence. Ninjas may travel over water hexagons because Ninjas are very light on their feet. No battles may take place on water hexagons except from projectiles from an adjacent plains hexagon (see plains Hexagons). Water hexagons do not count as land when tallying up at the end of the game.

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Attack from an adjacent plains hexagon |



Once your movement is complete, you are ready to battle your foe. In order to battle you must occupy the same territory as your opponent, unless you are in a connected plains hexagon. If multiple battles are to take place, the attacker may chose whichever order to do them in.
To battle:
Defender: Select cards according to the number of ninjas your clan has in that hexagon. Arrange your cards face down and side by side in the way you want them, preferably in an order that would confuse your foe. Once your opponent lays a card next to one of yours, flip it over. If your opponent’s card is higher, get rid of one of your ninjas, and if yours is higher get rid of one of theirs. If you run out of the cards that you had selected for the battle and still have ninjas and opponents present, draw more cards – one for each of your remaining ninjas. Arrange the cards side by side and repeat the battle procedures until either you are completely defeated in that hexagon, or your opponent is. At the end of the battle, used cards must be discarded, and any unused cards may be shuffled back in your pile.
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Conserve cards by playing one at a time |
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or, use the advantage of your numbers to play the high card |

In the picture to the left, the attacking yellow ninja has delt a fateful blow...to himself. His little body will be removed from the hexagon, and the battle is over.

For every card
that you drew, you may roll one die (ex: if you pull 5 cards, you may roll 5
dice). For every dice that
has a number of any of the cards that you had selected (Ace=1), you get a ninja. If a die matches two cards, you get two ninjas (and so on).
If you don't get a match, you get no ninjas.
Multiple Location Summoning: You may summon ninjas in multiple locations. Simply designate which dice will be for each hexagon you wish to summon ninjas on, and roll. If any of your dice match any of your card’s numbers, in that location, you get a ninja.
only the Ace, two, three, four, five, and six cards are matchable by
the dice. Anything higher is a loss. All cards used for summoning
must be discarded).
Additional Rules:
Here are some additional rules that you can try to spice the game up a little. Feel free to make your own ‘house rules,’ and share them with us!

Joker cards: Whenever you draw a joker, either in battle or summoning, automatically place one additional ninja in a hex you currently occupy. If in battle, place the new ninja, and replace the joker with another card in the deck as your battle card.
Dojo Defense: For every ninja occupying a Dojo, you may fire one projectile into any of the two adjacent hexagons. Follow the rules for battles.
Defense Advantage: If during battle there is a tie in the cards, the Attacker loses.
Fists of Fury (Attack Advantage): If one ninja is fighting 5 or more ninjas, the one ninja may draw two cards to chose the higher of the two, while discarding both cards after each attack. Once the opponents are reduced to 4 or fewer ninjas, normal rules apply.
Ace in the Face: If defending against a projectile with an Ace, you not only deflect it away from you, but back at the ninja who threw it, defeating them.
Ninjas Blitz: Each play gets one turn per game when you can bypass the movement roll, and take 6 moves automatically. You cannot use the blitz on your first turn.
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