Game Manual VER.13
Gam
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Ver.13
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InTroduCTIon P.01
I. ThingsYouNeedtoPlay P.02-05
II.Setup P.06-08
III.TurnFlow P.09-17
IV. Glossary P.18-23
V. AdvancedTerms P.24-29
Credit P.30 Hoka
ge TheUltimateNinjaMasterinthevillageHidden
intheLeaves.
TobecomeHokage,onemustmasterpatience,training,discipline.Butaboveall,onemustpossessunearthlytalent.Onlyafewhavebeenbestowedthistitlethroughtheages.The4thHokagefoughthisfinalbattleagainstimpossibleoddstosavetheVillageHiddenintheLeaves.
Narutowillneverforgetthe4thHokage’sheroicachievementinsavinghisVillage.WiththeevilNine-TailedFoxSpiritburningwithinhim,Narutoisdeterminedtomastertheartoftheninjainaworldengulfedwithchaos,fear,andvengeancetoachievehisdreamtobecometheHokage.
Throughtraining,comesmastery.Throughmastery,comesvictory.
01
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A. deck
ninja Cards
1.Eachplayerneedsa50cardDeck.Youcanuseapre-madeStarterDeckorbuildoneyourself.
2.YourDeckwillconsistofthefollowing3typesofcards:
*Thereareotheradvancedcardsthatmaybefoundintheboosterpacks
Thesearethemaincardsthatyouuseinthegame.YouwillusethemtoprotectyourVillageandtoattackyouropponent’sVillage.
A.CardTypeB.SymbolC.Named.CharacteristicsE.EntrancecostF.HandcostG.Support(InjuredStatus)H.Combat(InjuredStatus)I.CombatAttributeJ.Support(HealthyStatus)K.Combat(HealthyStatus)L.EffectM.ExpansionMarkn.FlavorTexto.RarityP.CardNumber
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D
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IJKM OP
NOTE:“Combat”and“Support”arecombinedtorepresent“Power”.Things You need To PlaY
CHAPTER I
0504
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H IJ
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B. Counters or Coins1.SometypeofcounterisneededtokeeptrackoftheTurnIndicatoraswellasothereffectsthatusecounters.Coinscanalsobeused.
3.Nomorethan3copiesofacardwiththeexactsamenamecanbepresentinyourDeck.
A.CardTypeB.SymbolC.Named.EntrancecostE.HandcostF.Effect/TargetG.FlavorTextH.ExpansionMarkI.RarityJ.CardNumber
A.CardTypeB.SymbolC.Named.JutsuCostE.Effect/Target/RequirementF.FlavorTextG.ExpansionMarkH.RarityI.CardNumber
Jutsu Cards Mission CardsThesecardsareplayedduringthebattletochangetheoutcomebyimprovingyourNinjasorhurtingyouropponent’sNinjas.
Thesecardscanbeplayedonceperturnbeforeyoubattletogainanadvantage.
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1. Each player shuffles their deck and places it face-down in their deck area (B).
Follow the procedures below to setup the game.
A
D
B C
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A.BattleRewardarea:TheareatoplacetheBattleRewardsyour opponentgetsduringthegame.B. Deckarea:TheareatoplaceyourDeck.C.DiscardPile:Theareatoplaceallyourdiscardedcards.d.Chakraarea:TheareatoplacecardsasChakratouseJutsu cards.AllusedJutsuandMissioncardsarealsoplacedhere.E. Village:TheareatoplaceNinja,Client,and“Permanent”Missioncards.F. TurnIndicator:TheareatoplacetheTurnMarkertokeeptrackof yourturns.Itbeginsat“0”andmovesupby1attheendofeach ofyourturns.G.Battlefield:TheareawhereyourTeam(s)aresentouttoBattle againstyouropponent’sTeam.H.FlowoftheGame.
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2. Place a counter on 0 of the Turn Indicator (F). Thistellsyouwhatturnyou’reon.
3. Flip a coin or roll a dice to decide which player will play first. Theactiveplayeriscalledthe“Attacker”andtheotherplayeristhe“Blocker”.PlayersalternatebeingtheAttackerandBlockereachturn.
4. Both players draw 6 cards. Ifeitherplayerdoesn’tlikethecardstheydrew,theycanshufflethecardsbackintotheDeckanddraw5cards,iftheystilldon’tliketheircards,theycanrepeattheprocessanddraw4cards,youcannotrepeattheprocessafterthis.Thisiscalledthe“MulliganRule”.
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A. Start Phase [Attacker]
B. Mission Phase [Attacker]
a)YoumaychooseaNinjainyourhandwhoseEntrancecostislessthanorequaltoyourTurnIndicatoranddeployitbyplacingitinyourVillage.
b) To deploy a Ninja, you must paytheHandcostof thatNinja.TopaytheHandcost,youmustmovetheindicatedamountofcardsfromyourhandtoyourChakraareawiththesameSymbolastheNinjayouwanttodeploy.
c)Only1Ninjacanbedeployedeachturnandyoucanonlyhave1Ninjainplaywiththesamename.
c)Only1Missioncanbeplayedeachturn.
Most Ninjas have a Hand cost of 0, but some may have 1 or more.
Most Missions have a Hand cost of 1
a) You may choose a Mission in yourhandwhoseEntrancecostislessthanorequaltoyourTurnIndicatorandplayit.
b)ToplayaMission,youmustpaytheHand cost of the Mission. To pay theHandcost,youmustmovetheindicatedamountofcardsfromyourhandtoyourChakra area with the same Symbol astheMissionyouwanttoplay.
TheAttackerdraws1cardfromtheirDeck.*Theplayerthatgoesfirstdoesn’tdrawontheirfirstturn.
Youcandotheseinanyorder:
Entrance cost
Entrance cost
Hand Cost
Hand Cost
Turn Indicator
Turn Indicator
Card Symbol
Card Symbol
STArT PHASE*
MISSIon PHASE
orGAnIZATIon PHASE
BATTLE PHASE*
End PHASE
A. DrawaCard
F. OrganizeaTeam(s)
B. DeployaNinja
C.(1)PlayaMissionCard (2)PlayaCounterMissionCard
D.ChargeChakra
E. DeployaClient
G. SendouttheAttacker’sTeam(s)
H.SendouttheBlocker’sTeam(s)I.ExchangeofJutsu
J. Showdown
K.Return
L. JudgetheWinner
M.AdjusttheHandN.MovetheTurnMarker
Attacker
Attacker
Blocker
Attacker
Attacker
Attacker
Blocker
Both
Both
Both
Both
Attacker
Attacker
Attacker
Attacker
1. dEPLoy A nInJA
2. PLAy A MISSIon
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C. organization Phase [Attacker]
d. Battle Phase
a)YoumaytakeanynumberofcardsfromyourhandandmovethemtoyourChakraarea.ThisisusuallydoneifyouarepreparingtoplayapowerfulJutsuduringtheBattle.
b)Chakracanbechargedmultipletimesduringthisphase.(ie Charge Chakra, Deploy a Ninja, Charge Chakra again)
Be careful of what you charge because you won’t be able get those cards back from your Chakra area to use later.
*TheplayerthatgoesfirstskipsthisphaseontheirfirstturnandproceedsimmediatelytotheENDPHASEinstead.
1.OnceyouhavemorethanoneNinjainyourVillage,youcanstartTeamingthemuptomakestrongerTeams.
2.ATeamisacombinationof1to3Ninjas.WhenNinjasareinaTeam,theycombinetheirPowerinbattle.
3.YoucanorganizeyourNinjasintonewTeamseachturn.
4.YoucanonlyorganizeyourNinjasduringthisphase.
a)TheAttackercanchooseupto3oftheirTeamstosendouttotheBattlefieldandattacktheopponent’sVillage.Ninjasthatarenotsentouttoattackarecalled“StandbyNinjas”.
b)ForeachTeamthattheAttackersendsout,theymustchooseoneNinjainthatTeamasthe“HeadNinja”andanyotherNinjasinthatTeambecomethe“SupportNinjas”.
a)ForeachTeamthattheAttackersentout,theBlockermaysendoutoneoftheirTeamstotheBattlefieldtoblockandbattleagainstthatTeam.Ninjasthatarenotsentouttoblockarecalled“StandbyNinjas”.
b)ForeachTeamthattheBlockersendsout,theymustalsochooseoneoftheNinjasinthatTeamasthe“HeadNinja”,andtheotherNinjasinthatTeambecomethe“SupportNinjas”.
c)WhencalculatingthePoweroftheTeamaddtheHeadNinja’sCombatvaluewiththeSupportNinja’sSupportvalue.(See example above)
•ThisisthetimewhenJutsucardscanbeplayedtoaltertheoutcomeoftheBattle.
•PlayersalternateplayingJutsucardsstartingwiththeAttacker.IfaplayerchoosesnottoplayaJutsuthentheotherplayergetsachancetoplayone.
•OncebothplayersaredoneplayingtheirJutsusthentheExchangeofJutsuisdone.
a)AnnounceandrevealtheJutsucardyouwanttoplay.
C)WhencalculatingthePoweroftheTeamaddtheHeadNinja’sCombatvaluewiththeSupportNinja’sSupportvalue.
Combat Value Support Value
3. CHArGE CHAKrA
1.SendoutAttacker’sTeams[ATTACKER]
2.SendoutBlocker’sTeams{BLOCKER}
3.ExchangeofJutsu{BOTHPLAYERS}
Playing a Jutsu
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b)ChooseoneofyourNinjasontheBattlefieldtobetheuseroftheJutsu.SomeJutsushavearequirementthattheusermusthavetousetheJutsu.
c)PaythecostoftheJutsubymovingcardsfromyourChakraareatoyourDiscardPileequaltotheJutsuCost.
d)Oncethecostispaid,theJutsueffectisaddedtotheChain.
e)TheopponentthenhasachancetoaddaJutsueffecttotheChainaswell.ThisrepeatsbackandforthuntilneitherplayerwantstoplayanymoreJutsus.
a)TheChainisasetofeffectsthatarewaitingtoresolve.OncebothplayersdecidenottoaddanymoreeffectstotheChain,eacheffectonitwillresolveoneatatimeinreverseorder.
b)ToresolvetheChain,applyeacheffectontheChaininreverseorder,meaningthatif3effectswereplayed,youapplytheeffectofthe3rdone,thenthe2ndone,andthenthe1stone.
c)OnceaJutsueffectresolvesfromtheChain,movetheJutsucardtoitsowner’sChakraareawhereitstaystohelppayforfutureJutsus.
resolving the Chain
a)TheAttackerchoosesoneoftheirTeamsatatimetoresolvethatTeam’sbattleinoneofthefollowingways:
(1)TheTeamisnotblocked.
(2)TheTeamisblocked.
(a) Calculate the Team Power by adding the Head Ninja’s Combat value and Support Ninjas’ Support value.
(a) Calculate the Team Power of the attacking and blocking Teams. The Team with the higher Power is the winning Team.
(i) If that number is 4 or less, the Team wins a Battle Reward and you move the top card of the opponent’s Deck to your Battle Reward area face down.
(ii) If that number is 5 or more, the Team wins an Outstanding Battle Reward instead and you move the top 2 cards of your opponent’s Deck to your Battle Rewards area face down.
*This Jutsu’s cost is 2. can only be paid with a card that has the Earth Symbol. can be paid with any card.
(i) If the difference between those two Teams is 4 or less, the winning Team wins a Victory and the losing Team’s Head Ninja receives 1 damage.
(ii) If the difference between the two numbers is 5 or more, the winning Team wins an Outstanding Victory and the losing Team’s Head Ninja receives 2 damage and each Support Ninja receives 1 damage.
(iii) If the Team Power of those two Teams is tied, both Head Ninjas receive 1 damage.
4.ShowdownStep{BOTHPLAYERS}
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B)Damage
(1)WhenahealthyNinjareceives1damageorisinjured,itisturnedsidewaysandtheNinjaisnowinjured.Whileitisinjured,itusesadifferentCombatandSupportvalue.AninjuredNinja’seffectisusuallynotactiveunlessit’svalid.
(2)WhenaninjuredNinjareceives1damageorahealthyNinjareceives2damage,thatNinjaisdiscardedtoitsowner’sDiscardPile.
AllNinjaswhoremainontheBattlefieldatthispointarereturnedtoeachplayer’sVillage.
5.Return[BOTHPLAYERS]
E. End Phase
a)IfeitherplayerhasreachedanyoftheVictoryConditionstheywinthegame.
b)THE vICTory CondITIonS(Ifthefirstconditionismetthendonotproceedtothesecondone):
IftheAttackerhas7ormorecardsintheirhand,theymustdiscardcardsfromtheirhandtotheirDiscardPileuntiltheyhave6cards.
ItisagoodideatoChargeanyextracardsinyourhandduringyourMissionPhaseifyouthinkyouwillhavemorethan6cardsatthispoint.
MoveyourTurnIndicatortothenextnumber.
EachturnyouwillbeabletodeployaNinjaandplayaMissionwithanEntrancecost1higherthanthepreviousturn.
Anyeffectsthatlastfortheturnendatthispoint.
TheAttacker’sTurnisoverandthenextplayer’sturnbegins.TheAttackerbecomestheBlockerandtheBlockerbecomestheAttacker.PlayerscontinueplayinguntilaVictoryConditionismetbyaplayer.
c)IfneitherplayerhasreachedanyoftheVictoryConditions,continueplay.
(1)Theplayerthathas10ormoreBattleRewardswinsthegame.Ifbothplayersachievedit,theAttackerwinsthegame.
(2)IfaplayerhasnocardsintheirDeck,thatplayerlosesthegame.IfneitherplayerhasanycardsleftintheirDeck,theAttackerlosesthegame.
1.CheckfortheWinner[BOTHPLAYER]
2.TheAttackeradjustshandsize[ATTACKER]
3.AttackerincreasestheirTurnMarker[ATTACKER]
Healthy Status
Injured Status
Injured Combat and Support Value
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Battle rewards-ThecardsplacedintheBattleRewardareaareknownasBattleRewards.Obtaining10ormoreBattleRewardsisoneofthegame’sVictoryConditions.YoucanobtainthembysuccessfullyAttackingyouropponent’sVillage.Theyareplacedfacedown.Youmaycountthenumberofcardsineitherplayer’sBattleRewards.YoumaynotlookatorrevealBattleRewardsunlessinstructedtodosobyagameeffect.
Battlefield-In-playNinjasaremovedtothisin-playareawhentheyaresentouttoBattle.Allcardshereareplacedfaceup.TheBattlefieldcancontainNinjasfromeitherplayer.AftertheShowdown,NinjasontheBattlefieldarereturnedtotheircontroller’sVillage.
Chain -TheChainiswhatdeterminestheorderofhoweffectsareresolved.Wheneffectsareplayed,theyareaddedtotheChainintheordertheyareplayed.Onceallplayershavedecidedtostopplayingeffects,theeffectsresolveinreverseorder,withthelasteffectresolvingfirstandthefirsteffectresolvinglast.Oncetheeffectsstarttoresolve,noothereffectsmaybeaddedtotheChainuntilthelasteffectresolves.
Chakra-CardsintheChakraareaareneededtopayforthecostofJutsus.Theyarekeptfaceup,andbothplayerscancheckthecontentsofeitherplayer’sChakraarea.
Characteristics-KeywordsfoundbelowaNinjaorClient’snamearecalledCharacteristics.ANinjaorClientcanhavemultipleCharacteristics.Characteristicsusuallydon’tdoanything,butinsteadmaybereferencedtoorrequiredbyothercards.SomeCharacteristicsmayhaveadditionalrulestothemwhichcanbefoundintheRulebook.Characteristicsthathaveadditionalrulesareusuallyboldedtoemphasizethis.Whenaneffectuses(“)aroundaword,itrefersthecharacteristicsand/ortheCombatAttribute.(Ex.“Genin”,“Sound”,“Fang”)
glossarY
CHAPTER IV
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deck (cont.) -gameorastheDeckisshuffled.EitherplayermaycountthenumberofthecardsineitherDeck,butmaynotrearrangetheirorder.
Gender-ANinjacanhaveoneof4Genderattributes:Male,Female,None,orBoth(2Ninjasonacard).
Growth coin-ANinjawithaGrowthcoingets+1/+1addedtoitsPower.EachadditionalGrowthcoinadds+1/+1.
Hand-Thecardsinyourhandareheldwiththebacksideofthecardsfacingyouropponent.Youcannotseewhattypeofcardsareinyouropponent’shand,butyoumaycountthenumberofcardstheyhave.
Mental Power Battle-ThisindicatesthatthePowerforeachTeamintheShowdowniscalculatedusingtheTeam’sMentalPowerinsteadoftheTeam’sNinjaPower.
Mental Power: X-ThisshowsthelevelofknowledgeandacademicskillsoftheNinjas,andisusedinplaceofNinjaPowerwhenexecutingaMentalPowerBattle.Ninjaswithout“MentalPower:X”areconsideredtohave“MentalPower:0”.ThevalueofaNinja’sMentalPowerdoesnotchangewhentheyareinjured.
name: X -NinjaandClientcardsmayhavea“Name:X”Characteristic.ThiscardisconsideredtohavebothitsownnameandtheXnamedesignatedbythe“Name:X”.ThissecondnameistakenintoaccountfornamerestrictionsinregardtodeploymentandJutsurequirements.
owner-The“Owner”istheplayerwhohasthecardsintheirDeckatthebeginningofthegame.Theowner’scardsareusuallyplayedintheirVillage.Yourcardscanbemovedtoyouropponent’sin-playareaduetoaneffect.Youarestilltheownerofthosecardsbutyouropponentistheircontrollerwhilethecardisintheirin-playarea.AllcardsthataremovedtoaChakraarea,DiscardPile,RemovedfromGamearea,
Ninjutsu Genjutsu Bomb
ClientsaresimilartoNinja
cards,soyoucanonlyplay
1perturnduringyour
MissionPhaseandyou
cannotplayaClientifyou
alreadyhave1withthe
samenamein-play.Since
Clientshavenostats,they
cannotbattlelikeNinjas.
Combat Attributes-TheCombatAttributeshowstheNinja’sfightingmethods.BelowaresomeexamplesofCombatAttributes:
Note: These are just some of the many Combat Attributes found in the game.
Whenaneffectuses(‘)aroundaword,itreferstotheCharacteristicsand/orCombatAttribute.(Ex.“Genin”,“Sound”,“Fang”)
deck-Thecardsinaplayer’sDeckarealwaysfacedown,andnoplayermaylookatthefacesorturntheDeckinamannerthatwouldalloweitherplayertoviewthefaceofthecards,eitherduringthe
Charge Chakra (or Charge) -TochargeChakrameanstomovecardsfromthehandtotheChakraareaduringyourMissionPhase.CardschargedasChakraarealwaysmovedtotheowner’sChakraarea.
Client
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owner (cont.) -Deck,orplayer’shandarealwaysmovedtotheirowner’srespectivearea.Theownerofacardcannotchange.Allcardsarereturnedtotheirownerattheendofthegame.
Permanent/Permanent(X)-Missioncardswiththiskeywordstayinplaywhentheyresolvefromthechain.Theyusuallyprovideanongoingeffectorareusableeffect.MissioncardswithPermanent(X)comeinplaywithXcoins.Atthestartofeachofyourturns,youremove1ofthosecoinsfromthegame.
WhenthelastcoinisremovedfromaPermanent(X)Mission,theMissionismovedtoitsowner’sChakraarea.
rank-SomeNinjashaveaRankintheir“Characteristics”.Rankshavethefollowinglevels,listedfromlowesttohighest:
NinjaAcademyStudentGeninChuninSpecialJonin/AnbuJoninSatoosa/Sannin
removed From Game-CardsthatareremovedfromthegameareplacedintheRemovedFromGamearea.Thisareaisnotnotedontheplaymat.Whileinthisarea,thecardsmaynotbereturnedtothecurrentgameunlessbyaneffect.Thisareacanbeanydesignatedplaceagreedbybothplayerspriortothegame.EachplayerhastheirownRemovedFromGamearea,andthecardsthataremovedtothisareaareplacedfaceup,andareaccessibletoeitherplayerforreviewduringthecourseofthecurrentgame.
removed From Play-Anyin-playNinjas,Clients,aswellasPermanentMissionsthataremovedtoanonein-playarea,areconsideredtobeRemovedFromPlay.Thisincludesanin-playcardthatismoved,discarded,orremovedfromgameaswellascardsthatarediscardedduetotheShowdown.Anin-playcardthatchangescontrolfromoneplayer’sin-playzonetoanotherplayer’sin-playzoneisnotconsideredtobeRemovedFromPlay.
Shuffle-ShufflemeanstorandomlyrearrangetheorderofthecardsinyourDeck.AftershufflingyourDeck,alsoaskyouropponenttocutorshuffleyourDeck.
Showdown-ThestepwhentheoutcomeofbattleiscalculatedforTeamssentoutduringtheBattlePhase.TheShowdownonlyoccursifoneormoreTeamshavebeensentout.
Symbol - Allcardsareassociatedwith1ormoreSymbolsfoundinthetoprightcorner.ThecurrentpossibleSymbolsareEarth,Fire,Lightning,Void,Water,andWind.SymbolsareusedinreferencetoHandCosts,JutsuCosts,andothereffects.(Ex.AnEarthNinjaisaNinjathathasanEarthSymbol.)
valid - NormallyaNinja’seffecttextisonlyactivewhiletheNinjaishealthy.WhileaNinjaisinjuredit’seffectsarenormallyinactive.However,ifaNinja’seffectstartswith“valid:”,thenthateffectisactiveevenwhiletheNinjaisinjured.
village (your village or opponent’s village)-In-playNinjasandClientsremainherewhennotinBattle.Allthecardshereareplacedfaceup.YourVillagecontainsonlyyourNinjas,Clients,andPermanentMissions,yourOpponent’sVillagecontainstheirs.
+X or –X (for a ninja’s Combat or Support Power Attribute AdditionsorsubtractionstotheNinja’sPower(fromlefttoright:Combat/Support).(Note:ANinjacanhavenegativeCombatorSupportPower.)
your Cards-CardsthatareinyourVillagearecalled“yourcards”.Althoughyoumaycurrentlycontrolthem,thatdoesnotmeanyouarethe“Owner”ofthosecards(see“Owner”onpage21).Effectsmaymoveyouropponent’scardstoyourVillageandarecalled“yourcards”,butyouarenottheOwner.Whentheyareremovedfromplay,theygobacktotheOwner’shand,Deck,ChakraareaorRemovedFromGamearea.
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AmbushDuringyourMissionPhase,ifaNinjacardwiththisCharacteristicisinyourChakraarea,youcandeployit.Thiscountsasadeployment,EntranceandHandcostsmustbemetandthe“1Ninjaperturn”ruleapplies.
Combination(X)/(X,y): [Effect]WhenaJutsueffectisusedbyNinjainaTeamwithNinjasthatmatchtheitemslisted(X/X,Y),theeffectspecifiedwilloccurwhentheJutsuresolvesfromtheChain.Theitemscanbenames,symbols,combatattributes,orCharacteristics.
Expert (X): Effect(IftheuserofthisJutsuis,orhasX,applythiseffectwhenitresolves.)ExperteitheraddsaneffecttotheJutsuoralterstheeffectoftheJutsu.Ifitaddsaneffect,thentheJutsu’seffectsareappliedintheorderprinted.Otherwise,ifitalterstheJutsu’seffect,applytheExperteffectfirst.
Face-up Battle rewardsSomeeffectsturnaplayer’sBattleRewardsfaceup.Theseface-upBattleRewardsremainfaceupuntilaneffectturnsthemfacedown.Face-upBattleRewardsarenodifferentthanface-downBattleRewardsexceptthattheyarevisibletobothplayers.IfaneffectrequiresaplayertointeractwithBattleRewardsinarandommanner,thenallBattleRewardsareturnedfacedownandshuffled.
GrowthDuringyourMissionPhase,aNinjacardinyourhandwiththisCharacteristiccanreplaceaNinjawiththesamenameinyourVillage.TheNinjaitisreplacingcannothaveaGrowthcoinonit.Anystatus(injuredorhealthy),effects,ornon-Growthcoinsaretransferred/appliedtothereplacementNinja.Uponenteringplay,thereplacementNinjagainsaGrowthcoin.ANinjacannotbeGrowthedthesameturnitwasputinplay.advanced Terms
CHAPTER V
MasteryANinjawiththisCharacteristichasthefollowingeffect:
valid:AftertheeffectofaJutsu,usedbythisNinja,isappliedyoucanpay1ChakrathatsharesaSymbolwiththatJutsu.Inthatcase,movethatJutsutoitsowner’shandinstead.
non-uniquevalid:ThisNinja(card)canbeputinplayormovedintoaVillageorBattlefield,evenifthatareaalreadyhas1ormoreNinjaswiththesamenameasthisNinja(card).
PlatoonDuringyourMissionPhase,ifaNinjacardwiththisCharacteristicisinyourhandandyouhaveexactlyoneNinjainyourVillagethatsharesanyofthePlatoonNinja’snames,youcanreplacethatNinjawiththisNinjawhiletherearenoeffectsontheChain.TheEntranceandHandcostsofthePlatoonNinjamustbemet.ThereplacedNinjaismovedtoitsowner’sChakraarea.UnlikeAmbush,thisdoesnotcountasadeployment,thecardcomesintoplayinHealthystatusandanyeffectsorcoinsontheNinjaitreplacedareNOTtransferred/appliedtothePlatoonNinja.
reinforcementANinjacardwiththisCharacteristichasadifferentborderandcannotbeputintoaDeckbutmustbeputintoyourReinforcementDeck.ItcanbeputintoplaybyspecificeffectsthatreferenceReinforcementNinjas.
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CR
ED
IT[APPROVAL]AKIYOTOMISAWA
[GRAPHICDESIGN]CLOUD88DESIGN
[ORIGINALGAMEDESIGN]2D6G
[GAMEDEVELOPMENT]TYLARALLINDER,ANHDUCDO,
JUSTINKHOANDALEXBYKOV
[TRANSLATION]MIHARUKONDO
WATCHALLNEWNARUTOSHIPPUDENEPISODESONWWW.NARUTO.COM
Sacrifice(X,y,…) AsanadditionalcosttoplaythisNinjacard,youmustremovefromgamethedesignatedcard(s)fromyourVillageorBattlefield.ANinjacardinyourReinforcementDeckwith“Sacrifice”canbeputinplayduringyourMissionPhasebymeetingits“Sacrifice”andallitsEntranceRequirementswhiletherearenoeffectsontheChain.
Senjutsu valid:EachSpecificSymbolofaJutsuthisNinjausesistreatedasforthepurposeofpayingitscost.
Squad ANinjacardwiththisCharacteristichasadifferentborderandcannotbeputintoaDeckandcanonlybeputintoyourReinforcementDeck.DuringyourMissionPhase,itcanbeputinplayifyoucontrolNinjasinyourVillagethatmatchalltheoneslistedontheSquadcardbyremovingthelistedNinjasfromthegamewhiletherearenoeffectsontheChain.HandcostandEntrancecostmustbemet.
SurgeANinjawiththisCharacteristichasthefollowingeffect:
valid:DuringtheExchangeofJutsu,youcandiscard1NinjacardfromyourhandwiththesamenameasthisNinja.Inthatcase,thisNinjagets+2/+2duringthisturn.
TrackingWhenaNinjawiththiskeywordisputinplay,nameaNinja.Youropponent’sNinjasthathavethatnameareTrackedNinjas.Only1NinjanamecanbeTrackedatatimeperplayer.
Moredetaileddescriptionsandexamplescanbefoundonlineatwww.bandaicg.com/naruto.
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