Amazon and Ebay are two ways to get naruto cards shipped.Some places in olympia like Target or FredMeyer I am sorry if you dont live in Washington then you can use online. You need 50 cards to play and you can only have up to 3 doubles in a deck and must have a whole game sheet.
I. THINGS YOU NEED TO PLAY
1. Each player needs a 50 card deck like the one found in this starter.
2. Your deck will consist of the following 3 types of cards.
*There are other advanced cards that maybe found in the booster packs.
3. No more than 3 copies of a card with the same name can be present
in your deck.
NINJA
These are the main cards
that you use in the
game. You will use them
to protect your village
and to attack your
opponent’s village.
JUTSU
These cards are played
during the battle to
change the outcome by
improving your Ninjas
or hurting your
opponent’s Ninjas.
MISSION
These cards can be
played once per turn
before you battle to
gain an advantage
in your deck
3. No more than 3 copies of a card with the same name can be present in your deck.B. Counters or Coins
Some type of counter is needed to keep track of the Turn Indicator as
well as other effects that use counters.
IV. MISSION PHASE [ATTACKER]
You can do these in any order:
A. Deploy a Ninja
1. You may choose a Ninja in your hand whose
Entrance cost is less than or equal to your Turn
Indicator and deploy them by placing them in
your village.
2. To deploy a Ninja, you must pay the Hand
cost of that Ninja. To pay the Hand cost, you must
move the indicated amount of cards from your
hand to your Chakra Area with the same Symbol
as the Ninja you want to deploy.
3. Only 1 Ninja can be deployed each turn.
4. A player cannot have more than one Ninja with the same name in play.
B. Play a Mission
1. You may choose a Mission in your hand
whose Entrance cost is less than or equal to
your Turn Indicator and play it.
2. To play a Mission you must pay the Hand
cost of the Mission. To pay the Hand cost, you
must move the indicated amount of cards from
your hand to your Chakra Area with the same
Symbol as the Mission you want to play. Once
the Mission resolves, move the Mission to your
Chakra Area face up
Most Missions have a Hand cost of 1.
C. Charge Chakra
1. You may take any amount of cards from your hand and move them
to your Chakra Area face up. This is usually done if you are preparing to
play a powerful Jutsu during the battle.
Be careful of what you charge because you won’t be able get those cards
back from your Chakra Area to use later.
II. PREPARATION [BOTH PLAYERS]
This tells you what turn you’re in.
A. Each player shuffles their deck and places it
face-down in their
Deck Area.B. Place a counter on 0 of the
Turn Indicator.This tells you what turn you’re in
C. Flip a coin or roll a dice to decide which player
will play first.
The player whose turn it is, is called the “Attacker” and the other player is
the “Blocker”, players alternate being the Attacker and Blocker each turn
D. Both players draw 6 cards.
If either player doesn’t like the cards they drew, they can shuffle the cards
back into the deck and draw 5 cards, if they still don’t like their cards they
can repeat the process and draw 4 cards, you cannot repeat the process
after this. This is called the “Mulligan Rule”.
VI. BATTLE PHASE
1. The Attacker can choose up to 3 of their teams at once to enter the
Battlefield and attack the opponent’s village. Ninjas that were not sent
out to attack are called “Standby Ninjas”.
2. When you send out a team to battle, you must choose 1 Ninja in that
team as the “Head Ninja” and any other Ninjas in that team become the
“Back Ninjas”.
3. When calculating the power of the team you add the Head Ninja’s
Combat value with the Back Ninja’s Support value.
A. Send out Attacker’s Teams [ATTACKER]
*The player that goes first skips this phase on their first turn and instead
proceeds immediately to the END PHASE.
III. START PHASE [ATTACKER]
A. The Attacker draws 1 card from their deck.
VI. BATTLE PHASE
(cont.)*The player that goes first doesn’t draw on their first turn.
B. Send out Blocker’s Teams [BLOCKER]
1. For each team that the Attacker sent out, the Blocker has the option to
send out one of their teams to the Battlefield to block and battle against
that team. Ninjas that are not sent out to block are called “Standby Ninjas”.
2. For each team that the Blocker sends out, they must also choose one
of the Ninjas in the team to be the Head Ninja, and the other Ninjas in
C. Exchange of Jutsu [BOTH PLAYERS]
a) This is the time when the Jutsu cards can be played to alter the outcome
of the battle.
b) Players alternate playing Jutsus starting with the Attacker. If a player chooses
not to play a Jutsu then the other player gets a chance to play one.
c) Once both players are done playing their Jutsus, this step is done.
1. Playing a Jutsu
a) Announce and reveal the Jutsu card you want to play.
b) Choose one of your Ninjas on the Battlefield to be the user of the Jutsu.
Some Jutsus have a requirement that the user must have to use the Jutsu.
c) Pay the cost of the Jutsu by moving cards from your Chakra Area to your
Discard Pile equal to the Jutsu Cost.
*This jutsu’s cost is 2.EARTH
can only be
paid with a card that has the Earth Symbol.
1 can be paid with any card.
d) Once the cost is paid the Jutsu is added to the chain.
e) The opponent then has a chance to add a Jutsu to the chain as well. This repeats
back and forth until neither player wants to play any more Jutsus at which point
you resolve the chain.
f) The CHAIN is a set of effects that are waiting to resolve. The chain will resolve
each effect on it one at a time in reverse order once both players decide not to
add any more effects to it.
g) To resolve the chain, apply the effects of each Jutsu on the chain in reverse
order, meaning that if 3 Jutsus were played, you apply the effect of the 3rd
Jutsu, then the 2nd Jutsu, and then the 1st Jutsu.
Area where it stays to help pay for future Jutsus.
h) Once a Jutsu resolves from the chain, move the Jutsu card to its owners Chakra
D. Showdown Step [BOTH PLAYERS]
1. The Attacker chooses one of their teams at a time to resolve that
team’s battle in 1 of 2 ways:
A) THE TEAM IS NOT BLOCKED
(1) Calculate the Team Power by adding the Head Ninja’s Combat value and
Back Ninja’s Support value.
(a) 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.
(b) 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
A) THE TEAM IS NOT BLOCKED
deck to your Battle Rewards Area face down.
(1) Calculate the Team Power by adding the Head Ninja’s Combat value and
B) THE TEAM IS BLOCKED
(1) Calculate the Team Power of the attacking and blocking teams.
(a) If the difference between those two teams is 4 or less, the stronger
team wins a Victory and the losing teams Head Ninja receives 1 damage.
(b) If the difference between the two numbers is 5 or more, the stronger
team wins an Outstanding Victory and the losing teams Head Ninja
receives 2 damage and each Back Ninja receives 1 damage.
(c) If the Team power of those two teams is tied, it is called a Draw and
Back Ninja’s Support value.
both Head Ninjas receive 1 damage.
(a) If that number is 4 or less, the team wins a Battle Reward and
2. Damage
you move the top card of the opponent’s deck to your Battle Reward
a) When a Healthy
Ninja receives 1
damage or is injured,
it is turned sideways
and the Ninja is now
Injured. While it is
injured, it uses a different
Combat and
Support value.
b) When an injured Ninja receives 1 damage or a healthy Ninja receives 2
damage, that Ninja is discarded to its owner’s Discard Pile face up.
Area face down.
E. Return [BOTH PLAYERS]
(b) If that number is 5 or more, the team wins an Outstanding Battle
3. All Ninjas who remain on the Battlefield at this point are returned to
Reward instead and you move the top 2 cards of your opponent’s
each player’s village
VII. END PHASE
A. Check for a Winner [BOTH PLAYER]
1. If either player has reached any of the Victory Conditions, they win
the game.
2. The Victory Condition
(If the first condition is met, then do notproceed to the second one):
a) The player that has 10 or more Battle Rewards wins the game. If both players
achieved it, the Attacker wins the game.
b) If a player has no cards in their deck, that player loses the game. If neither
player has any cards left in their deck, the Attacker loses the game.
3. If neither player has reached any of the Victory Conditions above
continue play.
B. The Attacker adjusts hand size [ATTACKER]
1. If the Attacker has 7 or more cards in their hand, they must discard
cards from their hand to their Discard Pile until they have 6 cards
It is a good idea to Charge Chakra with any extra cards in your hand during your
Mission Phase if you think you will have more than 6 cards at this point.
C. Attacker increases their Turn Marker [ATTACKER]
1. Move your Turn Indicator to the next number.
Each turn you will be able to deploy a Ninja and play a Mission with an Entrance
Cost 1 higher than the previous turn.
Any effects that last for the turn end at this point.
The Attacker’s Turn is over and the next player’s turn begins. The Attacker
becomes the Blocker and the Blocker becomes the Attacker. Players
continue playing until a Victory Condition is met by a player.
Ninja Card Missoin Card Client Card Jutsu Card