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 deck3. 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 not

proceed 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

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