0% found this document useful (0 votes)
86 views19 pages

Ninjitsu!: A Game of Chaos and Subterfuge For 2 5 Players

Uploaded by

Inac Arq
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
86 views19 pages

Ninjitsu!: A Game of Chaos and Subterfuge For 2 5 Players

Uploaded by

Inac Arq
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 19

Ninjitsu!

 
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. 
 


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. 


 
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.   


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! 


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.

© Copyright 2016 Jellybean Games 1


N! N! N! N!

7 3
6 3
5 4

CHAIN AND SICKLE KATANA BOW AND ARROWS BO STAFF


Discard any 1 treasure from play. While face-down, worth
Use its action as if you just played it. Discard any 1 treasure from play While face-down, +2 for each of your secrets
then play a card. worth 10 instead of 5. including Bo Staff.

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.

© Copyright 2016 Jellybean Games 2


N! N! N! PP
K
I
N
G
K
Q
U
E
E
Q
J
A
C
K
J 5
N

MASTER OF CUNNING MASTER OF SECRETS MASTER OF MISDIRECTION


Move any 1 treasure MASTER OF PLANNING
When you steal this, the player While face-down,
from play into your hand Steal a secret,
you stole it from draws 4 cards. worth +1 for each card
then play a secret. ignoring any traps.
in your hand.
N! N! N! N!
A
C
E A 10 9 8

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.

© Copyright 2016 Jellybean Games 3


N! N! N! N!

7 3
6 3
5 4

CHAIN AND SICKLE KATANA BOW AND ARROWS BO STAFF


Discard any 1 treasure from play. While face-down, worth
Use its action as if you just played it. Discard any 1 treasure from play While face-down, +2 for each of your secrets
then play a card. worth 10 instead of 5. including Bo Staff.

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.

© Copyright 2016 Jellybean Games 4


N! N! N! PP
K
I
N
G
K
Q
U
E
E
Q
J
A
C
K
J 3
N

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.

© Copyright 2016 Jellybean Games 5


N! N! N! N!

7 3
6 3
5 4

CHAIN AND SICKLE KATANA BOW AND ARROWS BO STAFF


Discard any 1 treasure from play. While face-down, While face-down, worth
Use its action as if you just played it. Discard any 1 treasure from play +2 for each of your secrets
worth 10 instead of 5.
then play a card. including Bo Staff.

N! N! PP S!

3 3
2 1
3 J
O
K
E
8
R

ANDREA MASTER OF DECEPTION


SNARE EXPLOSIVES You may play this card When you steal this,
When you steal this, from your hand at any time to the player you stole it from
When you steal this, prevent a player from stealing a secret.
discard all other treasures may play a card and then
discard your hand. That player loses the rest of their turn.
from your collection. may steal a secret.

© Copyright 2016 Jellybean Games 6


S! S! S! S!

K Q J
K Q J J
I U A O
N E C K
G E K E
N R

MASTER OF TRICKS MASTER OF ESCAPE


MASTER THIEF MASTER OF DISGUISE
Draw a card for each secret in play Move any 2 treasures Turn any 2 treasures face-down Swap any 2 secrets
then play a card from your hand. from play into your hand. then play a card. then steal a secret.

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.

© Copyright 2016 Jellybean Games 7


S! S! S! S!

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.

© Copyright 2016 Jellybean Games 8


M M M M

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

GRIMOIRE ALCHEMY NIGHT VISION


HEALING Choose a card at random
Draw 3 cards then Discard your hand. Discard your hand. from each opponent’s hand.
play the top card of the deck. Then, each opponent discards their hand. Draw as many cards as you discarded. On their next turn, they must either
play that card or skip their turn.

© Copyright 2016 Jellybean Games 9


M M M M

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

INVISIBILITY FLIGHT MASTER OF EARTH TELEPORT


You may play this card from your hand
Move any card to your hand from play Play 3 treasures This card is worth twice as much at any time to move any 1 treasure
or an opponent’s hand. then discard your hand. as the number of treasures from play into your hand.
your opponents have in play.

© Copyright 2016 Jellybean Games 10


EVENT EVENT EVENT EVENT

HEAT WAVE BLIZZARD


HURRICANE All players with the most treasures Players with the most cards in hand discard SUNSHOWER
Each player discards a card from their hand. in play discard their hand. cards from their hand until all players have Discard all Weather from play
Shuffle the discard pile into the deck. Everyone draws a card. the same number of cards in hand. and play a new Weather card.
Shuffle all Weather cards back into the Discard all Weather from play Discard all Weather from play Each player draws as many cards as
Weather deck and play a new Weather card. and play a new Weather card. and play a new Weather card. there are cards in the Weather discard pile.

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.

© Copyright 2016 Jellybean Games 11


© Copyright 2016 Jellybean Games

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.
12
© Copyright 2016 Jellybean Games

THE ELEMENTS THE ELEMENTS

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.

THE ELEMENTS THE ELEMENTS

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.

THE ELEMENTS THE ELEMENTS

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.

THE ELEMENTS THE ELEMENTS

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.
13
© 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.

At the start of each of your turns,


you may discard a card from your hand
to look at an opponent’s hand.

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

If it’s not, draw a card.

MAGIC
At the start of the game, only draw 1 card .
N!

Draw a card at the end of each of your turns.


O
K

R
E
J

PP WEATHER PP THE ELEMENTS

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.
14

You might also like