Ninjitsu!: A Game of Chaos and Subterfuge For 2 5 Players
Ninjitsu!: A Game of Chaos and Subterfuge For 2 5 Players
A game of chaos and subterfuge for 25 players
by Peter C. Hayward and Kelly Jo
Ninjutsu: N
oun. T
he Japanese art of stealth and sabotage.
Ninjitsu: N
oun. T
he same, but with squirrels and birds.
You are the head of a noble Ninja House, competing to collect great treasures and hide valuable secrets.
Each turn, players will either draw, play, or steal cards. The first player to have 21 or more points at the start of their
turn is the winner!
Components:
● 42 cards
● Rulebook
Setup:
Shuffle the cards together to form the deck. (Expansions should not be included for your first few games.)
Deal 4 cards to each player, then place the deck in the middle of the table.
The player wearing the darkest clothing takes the first turn and play continues clockwise.
Example of a game in progress:
On their turn, players must do o
ne of the following:
● Draw 2 cards from the deck.
● Play a card from their hand, either
○ into the d iscard pile for its a ction .
○ facedown into their collection as a s ecret ,
○ or f aceup into their collection as a t reasure ,
● Steal a secret from another player’s collection.
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At the start of a player’s turn, if their collection has 21 or more points worth of s
ecrets and t reasures , they win!
Cards
1: he card’s p
T oint value . These add to
your points while the card is in
your collection.
5: Cards without a number (King,
Queen, Jack, Ace, and Jokers) have
no point value .
2 & 3: The card’s s
uit , t itle and a
rt .
These have no ingame effect.
4: he card’s a
T ction . Its effect does not
apply when the card is in your
collection .
6: his card has a t rap! C
T ards with
Icons have o ngoing abilities , which
tell you when they apply. They must
be played as s
ecrets or t reasures .
Each turn, you must take 1
action: Either D
raw 2 cards, P lay a card from your hand, or S
teal an opponent’s s
ecret.
DRAW the top 2 cards from the deck.
There is no hand limit. If the deck is empty, shuffle the discard pile to form a new deck.
PLAY a
card from your hand.
Cards can be played in one of three different ways:
1) For their action .
Cards with no icon can be played straight into the discard pile for their a
ction .
When you use a card this way, ignore its p
oints .
If you can’t complete a card’s entire action, do as much
as you’re able to.
For example, if your hand is empty, ignore any part of an action that lets you play a card.
2) As a t reasure .
Cards with a point value can be played f aceup i nto your collection as a treasure. All f aceup cards in your collection
are t reasures . When you play a card this way, ignore its a
ction .
Cards with no point value (A ce, King, Queen, Jack, Joker ) m ay not be played as treasures .
3) As a s
ecret .
All cards can be played f acedown into your collection for their points and abilities. All f acedown cards in your
collection are s ecrets , regardless of how they got turned facedown.
Cards without a point value a re can still be played as secrets.
2
When a s
ecret is turned faceup, it becomes a t reasure . If it has no point value, immediately discard it.
While facedown , secrets are not treasures . They can only be affected by cards which specifically target s ecrets .
Cards with this icon have o
ngoing abilities which alter their point value while they are
facedown as secrets in your collection. If they are turned f aceup , this ability no longer
applies.
You may look at or rearrange your s
ecrets at any time, but not the s
ecrets o
f other players.
STEAL a
secret from an opponent.
Steal an opponent’s s
ecret by moving it into your play area and turning it f aceup .
Only secrets may be stolen this way.
If a stolen card has no point value (K, Q, J, A, or Joker), d
iscard it after resolving any t raps .
Otherwise, it remains in your play area as a t reasure , e ven if it was t rapped .
TRAPPED CARDS
Cards with a bomb icon are t rapped . When they are stolen by an opponent, that player must
immediately resolve the text beside the bomb. Cards without a bomb icon have no effect when stolen.
Trapped cards trigger when they are stolen by any method, not just as an action.
When a t rapped card is d iscarded , m oved o
r s wapped i ts t rap does not trigger.
TIP: N
ew players often underestimate the power of s tealing s ecrets from an opponent. After stealing a secret,
you get to keep it as a faceup t reasure , contributing towards your points. Swipe early, swipe often!
WINNING THE GAME
If you have 21 or more points in your collection at the s
tart of your turn , you win!
Points on both t reasures and s
ecrets count towards your total.
If you miscount and incorrectly declare that you’ve won, turn all of your s
ecrets faceup and skip your turn.
GLOSSARY
Whenever a card is d iscarded , move it faceup to the top of the discard pile.
When cards are discarded f rom play , the current player chooses which cards are discarded.
When cards are discarded f rom your hand , you choose which cards to discard.
Cards which say a ny card can target cards belonging to yourself or your opponents.
A player’s c ollection consists of the t reasures and s ecrets they have in front of them.
All cards in players’ collection are i n play . Cards in the discard pile or players’ hands are n
ot in play.
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Treasure Hunters:
Ninjitsu! can be played with other games in the T reasure Hunters SCUTTLE ERRATA:
series. Shuffle them into the N injitsu! deck and play by the rules of When the term d estroyed appears on a
Ninjitsu! card, that means d iscarded from play .
Traps apply w henever a card is s tolen , whether When a card is p rotected , it cannot be
it is a secret or a treasure at the time. stolen, discarded, moved, o r s
wapped .
Secrets can never be p rotected .
Non Ninjitsu! cards played as s ecrets are worth their printed value.
Their abilities do not apply while they are f acedown . Whenever a card refers to cards i n front of
a player , treat it to mean i n that player’s
Secrets in play cannot be affected by any non Ninjitsu! cards. collection .
(They’re too secret!)
Permanents d o not count as t reasures .
SAMPLE ROUND
Kelly plays a B o facedown into her collection as a s ecret . It has a printed value of 4 , and also gives her +
2 for
every secret she has in play.
Peter draws 2 cards as his action.
Roxy plays E xplosives facedown into his collection as a s ecret . It has a printed value of 2 .
At the start of K
elly ’s second turn, she has 6 points in her collection, although no one knows this. Not enough to win!
She decides to s teal a s
ecret as her action. She steals Roxy’s s ecret without knowing what it is. Kelly moves it into
her collection and turns it faceup. It’s E xplosives , and it’s t rapped !
The trap means that K elly must discard her hand. She keeps the E xplosives s he stole as a faceup t reasure .
At the start of P
eter’s second turn, he has n o points in his collection. He plays a K atana into the discard pile as an
action . It allows him to discard an opponent’s t reasure from play. He discards K elly’s f aceup E xplosives card , and
then plays another K atana a s a t reasure , giving him 6 p oints.
How to Play Quick Reference Guide
Shuffle all the cards together to form the deck. Deal 4 cards to each player.
The player wearing the darkest clothing takes the first turn, and play continues clockwise.
Each turn, take 1 action. Either:
● Draw 2 cards from the deck
● Play a card from your hand
● Steal a facedown secret from another player
Cards can be played in one of 3 ways:
● Into the discard pile for its a ction .
● Faceup as a t reasure , for points and ongoing abilities.
● Facedown as a s ecret , for points, traps, and secret abilities.
At the start of your turn, if you have 21 or more points worth of s
ecrets and t reasures you win!
4
N! N! N! N!
K Q J
K Q J J
I U A O
N E C K
G E K E
N R
MASTER OF SURPRISE
MASTER OF CUNNING MASTER OF SECRETS Turn an opponent’s secret face-up.
When you steal this, the player Move any 1 treasure MASTER OF PLANNING If it’s trapped, treat it as though
you stole it from draws 4 cards. from play into your hand Steal a secret, that opponent just stole it from you.
then play a secret. ignoring any traps. If it’s not, draw a card.
N! N! N! N!
A
C
E A 10 9 8
TRIPWIRE
This card must be played as a secret.
DARTS
Discard up to 2 treasures When you steal this, SMOKE BOMB CLIMBING HOOK
from opponent’s collections discard a card from your hand. Play 2 cards as secrets. Steal a secret then draw a card.
then play a card.
7 3
6 3
5 4
N! N! PP PP
3 3
2 1
3 J
O
K
E
8
R
SNARE EXPLOSIVES
ANTONIO CAPTAIN BLUEBEARD
When you steal this, When you steal this,
discard all other treasures discard your hand. You may play this card from your Swap any number of cards
from your collection. hand at any time to ignore a trap. from your hand with secrets in play.
TRIPWIRE
CALTROPS This card must be played as a secret.
Discard the highest-value treasure SMOKE BOMB CLIMBING HOOK
When you steal this,
from each opponent’s collection Play 2 cards as secrets.
discard a card from your hand. Steal a secret then draw a card.
then draw a card.
7 3
6 3
5 4
N! N! PP PP
3 3
2 1
3 J
O
K
E
8
R
JELLYBEAN NINJA
SNARE EXPLOSIVES ALBERTI Guess a number then steal a secret.
You may play this card
When you steal this, When you steal this, If you guessed that secret’s number,
from your hand at any time
discard all other treasures discard your hand. ignore its trap and take an extra action.
to prevent a treasure in play from
from your collection.
being discarded. Otherwise, draw a card.
VAMPIRE NINJA
MASTER OF CUNNING MASTER OF SECRETS
When you steal this, the player Move any 1 treasure MASTER OF PLANNING While this is face-up in front of you,
you stole it from draws 4 cards. from play into your hand Steal a secret, your secrets and treasures
then play a secret. ignoring any traps. are worth -3 each.
N! N! N! N!
A
C
E A 10 9 8
TRIPWIRE
This card must be played as a secret.
BLOWGUN SMOKE BOMB
Discard the lowest-value treasure When you steal this,
CLIMBING HOOK
from each opponent‘s collection Play 2 cards as secrets. Steal a secret then draw a card.
discard a card from your hand.
then play a card.
7 3
6 3
5 4
N! N! PP S!
3 3
2 1
3 J
O
K
E
8
R
K Q J
K Q J J
I U A O
N E C K
G E K E
N R
S! S! S! S!
A 10 9 8
A
C
E
DEADFALL
When you steal this, choose a card SLEEPING POTION SQUEAKY FLOOR
from your hand. Move all the other SHURIKEN While this is face-up in front of you, While this is face-up in front of you,
cards from your hand to the hand Discard a secret your opponents draw a card you cannot steal secrets
of the player you stole this from. and a treasure from play. at the start of their turn. as an action.
7 3
6 3
5 4
CAGE MIRROR
While this is face-up in front of you, While this is face-up in front of you, ANCIENT MAP TESSEN
you cannot play secrets each opponent draws a card Steal a secret. Play a treasure
as an action. whenever you draw cards. then steal a secret.
If it isn’t trapped, steal another secret.
S! S! PP PP
3 3
2 1 4
NET ALESSIO
Each opponent discards a card from their PEEPHOLE FALSE FLOOR
You may play this card from your hand While this is face-up in front of you,
hand. Move 1 of the discarded Look at any 3 secrets. at any time to look at any secret in play.
cards into your hand. You may steal a secret. you cannot look at your secrets.
K Q J
K Q J J
I U A O
N E C K
G E K E
N R
MASTER OF MAGIC
MASTER OF WIND MASTER OF WATER Move the deck in front of you and shuffle this
Play a card for its action. MASTER OF FIRE Draw a card for each treasure card into it face-up. When it reaches the top
Then, return it to your hand Discard the 3 highest-value your opponents have in play of the deck again, discard it and immediately
and play it as a treasure. treasures from play. then play one of the drawn cards. play any number of cards from your hand.
M M M M
A 10 9 8
A
C
E
7 3
6 3
5 4
FREEZE TIME
MULTIPLY TELEKINESIS
Play a card then draw a card. SHAPE SHIFTING Play a card for its action.
No one can win until your next turn. Play a treasure.
Play a treasure then swap it Steal a treasure of that value from an
Move all cards of that treasure’s value
with any other treasure in play. opponent and move it into your collection.
from the discard pile to your hand.
M M M PP
3 3
2 3
? 1
PP
EVENT EVENT EVENT EVENT
ERUPTION
Each player shuffles their hand
LIGHTNING
FLOOD into a shared face-down pile. Discard the top card of the deck.
Discard all treasures of value 5 or less Each player draws from that pile All cards of that value are discarded SOLAR FLARE
from play. as many cards as they contributed. from play and from player’s hands. Play a new Weather card.
Discard all Weather from play Discard all Weather from play Discard all Weather from play
and play a new Weather card. and play a new Weather card. and play a new Weather card.
WEATHER WEATHER
SNOW SUNSHINE
As an action, players may draw
Players draw a card at the start of their turn.
the top 2 cards of the discard pile.
WEATHER WEATHER
FOG
RAINBOW As an action, players may draw 2 cards
Whenever anyone plays a card as a treasure, then shuffle their hand and play a card at random.
they draw a card. If it’s a card that cannot be played, discard it.
PP WEATHER WEATHER
WIND
DROUGHT Whenever a player draws as their action,
Players with 5 or more cards in hand all players then choose a card
cannot draw cards. from their hand and pass it to the left.
WEATHER WEATHER
HAIL STORMS
Whenever anyone plays a card as treasure, As an action, players may discard a card
they must discard a card from their hand. from their hand to draw 3 cards.
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© Copyright 2016 Jellybean Games
WIND FIRE
Take an extra action after you Your highest-value treasure cannot be discarded from play.
play an Ace or Joker. It can still be stolen, moved, or swapped.
FIRE
WIND At the end of each of your turns,
As an action, you may swap a treasure from your hand you may trade a card from your hand with a
with any treasure in play then draw a card. random card from an opponent’s hand.
EARTH WATER
Whenever you draw cards, Draw a card whenever any number of your cards
draw an extra card. in play are stolen, discarded, moved, or swapped.
WATER
EARTH At the end of each of your turns,
Your treasures in play are each worth +1. you may discard a card from your hand
to draw a card.
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© Copyright 2016 Jellybean Games
THE ELEMENTS
HEART
At the start of the game,
draw 4 extra cards.
THE ELEMENTS
HEART
On your first turn, take an extra action.
PP THE ELEMENTS
that opponent just stole it from you.
Turn an opponent’s secret face-up.
If it’s trapped, treat it as though
MASTER OF SURPRISE
MAGIC
At the start of the game, only draw 1 card .
N!
R
E
J
AURORA BOREALIS
Players take 2 actions per turn MAGIC
and need twice as many points to win.
If your hand is ever empty,
immediately draw 3 cards.
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