shinobi clans rulebook

shinobi clans rulebook
SHINOBI CLANS RULEBOOK
Last Updated: August 8th, 2014
Version 1.0
Contact us at
[email protected]
or via http://shinobiclans.com
or search your favorite social network for “Shinobi Clans”
or “Posthuman Studios”
CREDITS
CONCEPT AND GAME DESIGN
Jürgen Mayer
EDITING
Rob Boyle, Davidson Cole
ARTWORK
Nen
LAYOUT AND GRAPHIC DESIGN
Adam Jury
ICON DESIGN
Marisa Castengera
LOGO DESIGN
Tiara Lynn-Agresta
PLAYTESTERS
Robert Aigner, Iain Anderson, Claudia
Arndt-Dont, Rob Boyle, Berianne Bramman,
Thomas Brandl, John Brudenell, Nick
Caputi, Marisa Castengera, Davidson Cole,
Jan Christgau, Matteo Colaianni, Frank
Disselkamp, Sabina Dzafic, Oliver Erhardt,
Susanne Finger, Isabel Fischer, Paul Foster,
Eric Geiger, Dino Gheri, Mason Hoffos, Basti
Hofmann, Patrick Jansen, Ingmar Juhnke,
Adam Jury, Reid Kleiner, Seth Larson, Andi
Lintzmaier, Peter Lohse, Thomas Lorenz,
Michael May, Johannes Mayer, Tikki Nagual,
Jacob Norwood, Thor Olavsrud, János Palágyi,
Robert Pfaff, Chris Riemer, Sam Pim, Schänder,
Frank Schmid, Uwe Schüller, Monina Schwarz,
Rhett Skubis, Holger Sonnberger, Vic Thorris,
Wolfgang Tretter, Kevin Van Den Elzen,
Edmund Wasinger, Stefan Will, Jaqui Wujec
SPECIAL THANKS
Ozzy Beck, Jason L Blair, Seth Ben Ezra, Andy
Kitkowski, Eric Lang, Robert Pfaff, Daniel Solis,
Jeff Tidball, cardmarket.eu.
FIRST PRINTING BY
POSTHUMAN STUDIOS, MARCH 2014
Contact us at
[email protected] or via
http://shinobiclans.com or search your favorite
social network for “Shinobi Clans”
or “Posthuman Studios”
© 2014 Jürgen Mayer. All rights reserved.
Shinobi Clans is a trademark and/or registered
trademark of Jürgen Mayer in the United
States and/or other countries. Produced under
license by Posthuman Studios LLC.
GAME BACKGROUND
CARD TYPES
In Shinobi Clans, every player takes on the role of a ruthless and cunning ninja clan
leader. Using ninjas from your clan and weapons from your arsenal, you will choose
whether to assassinate or guard certain targets. For each successful assassination or
defense of a target, your clan earns gold. The player that earned the most gold for
their clan at the end of the game is the winner.
GAME MATERIAL
5 Target cards (red back)
5 Reward cards (yellow back)
87 Battle cards (black back)
40 Gold tokens
Assassins:
Used to attack Targets.
x
1 Starting Player token
1 First Pick token
50 Contract tokens (5 sets of 10)
3 Tip cards
Specialists: Used to help fulfill
both Assassination and Guard
Contracts.
Guardians:
Used to protect Targets.
Weapons: Increase a ninja’s
power or decrease the power
of their opponents.
Targets:
Ninjas guard or
assassinate them for
rewards.
Meddlers: Influential people
that pull strings behind the
scenes, impacting Contract
rewards.
Events: One-time effects that
are immediately discarded
once the effect is resolved.
Rewards:
Gold that ninjas earn for
successful Contracts.
CARD DIAGRAMS
Card Type
Auxiliary Power symbols help you
quickly identify cards in your hand.
Guardian
Power
Assassin
Power
CARD TYPES
Meddler card: Thief
GAME BACKGROUND • GAME MATERIAL • CARD DIAGRAMS
Assassin
Power
Weapon card: Shuriken
2
Blue symbols and placement on the left are associated
with Guardians.
Red symbols and placement on the right with Assassins.
Assassin Card: Grandmaster
Guardian Card: Grandmaster
Guardian
Power
Card Name
Guardian
Contract Gold
Modification
Assassination
Contract Gold
Modification
3
GAME PREPARATION
TARGET PHASE
A set of Contract tokens
stays with a player during
the whole game.
They are never discarded
or given away.
Each player receives a complete set of Contract tokens, used
in each round of the game. A set of tokens consists of both an
Assassination and a Guardian contract for each of the 5 targets:
Shogun, Old Ninja Master, Daimyo, Merchant, and Ronin.
Each player’s set has a different color on the back of the tokens.
Guardian Contract tokens
have a blue banner on the
left. Assassin Contract
tokens have a red banner
on the right.
Shuffle the Battle cards and place them face down as the draw
pile. The discard pile will go next to the draw pile.
If the draw pile is empty at any time, all cards in the discard
pile are shuffled into a new draw pile. Targets and Rewards
never go into the draw or discard pile.
Battle cards have black
backs and include
Assassins, Guardians,
Specialists, Meddlers,
Weapons, and Events.
The game is now ready to begin.
Contract Back
Contract Front
—Guardian
Contract Front
—Assassin
At the start of each round, shuffle all 5 Target cards, then
randomly draw 3 Target cards (4 Target cards for 5-player
games) and place them face up on the table. Then, shuffle all 5
Reward cards and randomly draw 3 Reward cards (4 Reward
cards for 5-player games). Place one Reward card under each
Target card with the gold symbols visible.
Targets and Rewards after the Target Phase
Choose a starting player by having each draw a reward card.
Whoever draws the highest gold value is the starting player and
receives the Starting Player token. Players return the reward
cards afterwards.
DRAW PHASE:
BASIC DRAFT
At the start of each round, players are dealt a number of
cards randomly. These cards are the start of each player’s
hand. The rest of their hand is obtained through drafting.
A DEAL FIRST CARDS
In Round 1, deal 4 Battle cards to each player, face down. In
Round 2, deal 2 Battle cards each. In Round 3, do not deal
any Battle cards. Players are allowed to look at their cards.
B DEAL DRAFT CARDS
Keep the draft cards separate from the player’s hand until
drafting is complete.
In Round 1, deal 6 Battle cards to each player, face down. In
Round 2, deal 8 Battle cards to each. In Round 3, deal 10
Battle cards to each player.
ROUND SEQUENCE
Shinobi Clans is played over three rounds. The player who has the most gold at the
conclusion of round 3 is the winner.
Every round consists of five consecutive phases:
1. Target Phase
2. Draw Phase (Basic Draft or Advanced Draft)
3. Contract Phase
In Round 1, players pass the remaining cards to the left (clockwise). In Round 2,
players pass to the right (counter-clockwise). In Round 3, players pass to the left again.
D DISCARD
Each player must discard down to 10 cards (necessary in case they retained cards in
their hand from the previous round).
4. Ninja Phase
5. Battle Phase
4
C DRAFTING
Each player selects one of the draft cards to keep for their hand and places it on the
table in front of them, face down. Then they pass the remaining draft cards to the next
player; this happens simultaneously for each player. Players continue picking one card at
at a time until all of the draft cards have been picked. Then each player adds the drafted
cards to their hand.
GAME PREPARATION • ROUND SEQUENCE
ROUND SEQUENCE  TARGET PHASE, DRAW PHASE: BASIC
5
DRAW PHASE:
ADVANCED DRAFT OPTIONAL
The advanced draft rules are for experienced players and add an open card draft to the
game. This allows for a more strategic game because players can try to deduce their
opponents’ game plans from their card draft choices. To employ the advanced draft
rules, use the following rules instead of the basic draft rules.
A FIRST DRAFTING PASS
ADVANCED DRAFT IN ROUNDS 2 AND 3
It is possible a player has leftover cards in their hand from the previous round.
If so, at the beginning of the advanced draw phase, the player places these cards face up
on the table directly in front of them. Each time a player with leftover cards is required to
pick a card from the draft pool, they can alternatively choose to select one of their own
cards from the previous round. Players cannot pick leftover cards from another player.
When drafting with cards leftover from a previous round, there may be cards remaining
in the draft pool after each player has picked two cards. In this case, discard any cards
remaining in the draft pool.
At the beginning of the advanced draw phase, the player with the Starting Player token
receives the First Pick token. The First Pick token is passed from player to player during
the draw phase.
After the fifth drafting pass, when every player has picked 10 cards for the round,
discard any leftover cards from the previous round still in front of any players.
Draw a number of cards from the draw pile equal to twice the number of players:
6 cards for 3 players, 8 cards for 4 players, 10 cards for 5 players. Place the drawn cards
in the middle of the table, face up and side by side. These cards are called the draft pool.
CONTRACT PHASE
Beginning with the player who has the First Pick token and then continuing left
(clockwise), each player chooses one card from the draft pool and puts it into their hand
(place them face down in front of you). You can look at your own cards at any time. The
final player to pick their first card then immediately chooses a second card, after which
the draft moves right (counterclockwise) until each player has chosen a total of two
cards from the draft pool.
This is the end of the first drafting pass.
B SUBSEQUENT DRAFTING PASSES
The next drafting pass then begins. The First Pick token is passed to the left (clockwise),
and the draft pool is refilled with cards from the draw pile. The same drafting procedure
as in the first drafting pass is then repeated. Once completed, the First Pick token is
passed again to the left and the draft pool refilled.
Continue the same process until five drafting passes have been completed. Each player
will have drafted 10 cards at the end of the fifth drafting pass.
FOURPLAYER EXAMPLE
Each player secretly chooses 2 Contract tokens and places
them face down in front of them. Any combination is
allowed except an Assassination and Guardian contract on
the same Target.
At the end of the round, players earn gold for successful
contracts.
NINJA PHASE
The first player in the ninja phase is the player who has the
Starting Player token.
Players take turns playing Battle cards, clockwise. On a player’s
turn, they can play one Battle card or pass.
• Assassins, Guardians, Specialists, and Meddlers are played
face down on top of a Target (unless noted otherwise on the
card), creating a target stack.
The draft pool is drawn and contains the following cards:
Assassin Kunoichi, Assassin Apprentice, Appear in Smoke, Guardian Adept,
Guardian Weapon Master, Shinobi Spy, Thief, and Shuriken.
• Weapons are played in battle slots (p. 12), face down, on
either the Assassin side (right) or the Guardian side (left) of
the Target. Only one Weapon card is allowed per battle slot.
Jaqui takes Appear in Smoke from the draft pool, Echo takes Guardian Weapon Master,
Chris takes Shinobi Spy, Vanessa takes Assassin Kunoichi and Assassin Apprentice,
Chris takes the Thief, Echo takes Shuriken, and Jaqui takes the last card: Guardian Adept.
Echo receives the First Pick token from Jaqui, and the next drafting pass begins.
• Event cards are played face up on the table, not on the target
stack. They are resolved immediately and then discarded.
6
Players that pass cannot play more cards in the current round.
Once all players have played all of their cards or passed, move
on to the battle phase.
ROUND SEQUENCE  DRAW PHASE: ADVANCED
Place the selected Contract
tokens so that they are
clearly separated from the
rest of your tokens.
Players are allowed to
look at their own Contract
tokens at any time.
Cards played on top of a
Target should be placed so
they cover the upper half of
the Target card and leave
the lower half with the icons
visible.
A target stack is created by
playing Battle cards face down
on top of each other on a
Target.
Battle slots are card slots on
both sides of the Target cards.
For a description of the
different types of Battle cards,
see the Battle cards section
on p. 11.
ROUND SEQUENCE  CONTRACT PHASE, NINJA PHASE
7
SAMPLE TABLE DURING NINJA PHASE
Battle Slots,
Guardian side
A CHOOSE TARGET TO RESOLVE
Battle Slots,
Assassin side
The order of Target resolution does not matter, but once a
Target is chosen, it must be resolved completely before
moving on to another Target.
Target Stack
(2 Battle cards)
Battle Slot 1
Battle Slot 1
BATTLE PHASE
Battle Slot 2
In the battle phase, resolve
one Target at a time, then
repeat steps A to F for the
other Targets.
B REVEAL CONTRACTS
Players who chose a Contract for the current Target reveal them.
C RESOLVE TARGET STACK
• Resolve the target stack from top to bottom, flipping each card face up, one at a time.
• Resolve any Specialist abilities when the Specialist is revealed.
• Place Assassins and Guardians in appropriate battle slots (p. 12) as they are revealed.
Only one ninja can occupy a single battle slot on each side. Battle slots form to the
right of the Target for Assassins and to the left of the Target for Guardians. Do not
resolve Assassin and Guardian abilities when placing them into battle slots.
Weapon
card
• If there is a Weapon card in the battle slot, place it beneath the ninja occupying the
battle slot so the weapon’s power or ability is visible.
Target Stack
(1 Battle card)
Weapon
cards
Battle cards,
face down
• Place Meddlers beneath the Target and Reward cards so the Meddler’s effect on the
reward is visible.
D RESOLVE BATTLE SLOTS
Target
card
Resolve the innermost battle slot first (i.e. carry out any ninja and weapon text
abilities), then move outwards, one battle slot at a time.
When resolving ninja and weapon abilities in the same battle slot, ninja abilities always
resolve before weapon abilities. Cards do not change their position if another battle
slot empties.
Target Stack
(1 Battle card)
Weapon cards in a battle slot without a ninja are discarded, without resolving.
Event card, before resolving
(moves to discard pile after resolving)
Reward
card
8
• Battle slots that have their ninja removed can be occupied by another ninja from the
target stack later on.
ROUND SEQUENCE  SAMPLE TABLE DURING NINJA PHASE
E DETERMINE POWER TOTALS
Once all battle slots have been resolved, add up the total Guardian power of all cards on
the left side of the Target, including the Target’s Guardian power. Then add up the total
Assassin power of all cards on the right side of the Target. If the total Assassin power
exceeds the total Guardian power, the Target is killed. Otherwise, the Target survives.
ROUND SEQUENCE  BATTLE PHASE
9
F COLLECT REWARDS
The base reward for successfully fulfilling a Contract is equal to the gold value on the
Reward card beneath it. Meddler cards can increase or decrease the reward. Also, for
successful Assassination contracts, the gold value on the Target card itself is added to
the reward total, since it is more difficult to kill a Target than to guard them.
For Guard contracts, modify the value of the reward card by the blue gold value on
Meddlers. For Assassination contracts, modify the value of the reward card by the red
gold value.
The reward is split evenly among all players with a successful contract for the Target,
rounding up. If only one player holds a successful contract, he receives the entire reward
for that Target.
Throughout the game, all gold totals should be visible to all players.
G PROCEED TO NEXT ROUND
Once each battle phase has been resolved for each Target, discard the Ninja, Meddler
and Weapon cards on the table. Players with unplayed cards in their hand keep them for
the draw phase of the next round.
Return the Target cards to the Target deck, shuffle, and set it aside for the beginning of
the next round.
Return the Reward cards to the Reward deck, shuffle, and set it aside for the beginning
of the next round.
The Starting Player Token passes to the left.
AFTER THE THIRD ROUND
At the end of Round 3, the player who possesses the most gold wins!
BATTLE CARDS
There are four types of Battle cards: Ninjas, Weapons, Meddlers, and Events.
NINJAS
ASSASSINS
Assassins are the most efficient killers in a clan and help fulfill Assassination
contracts. Assassin Ninja Battle cards are red and have the word Assassin along
their left side. Some Assassins have a special ability, written on the card. They
have a power range between 0 and 5. Even a ninja with power 0 can contribute to
the Assassin power total with the help of a Weapon card.
GUARDIANS
Guardians are ardent defenders and help fulfill Guard contracts. Guardian Ninja
Battle cards are blue and have the word Guardian along their left side. Some
Guardians have a special ability, written on the card. They have a power range
between 0 and 5. Even a ninja with power 0 can contribute to the Guardian
power total with the help of a Weapon card.
SPECIALISTS
Specialists do not possess a power value (with the exception of the Rogue).
Instead, they all have special abilities that can be used to aid both Assassination
and Guard contracts.
WEAPONS
Weapon cards depict the exotic and deadly weapons used by ninjas in battle.
Weapon cards are played face down into battle slots (p. 12) on either the
Assassin or Guardian side of the Target.
Most Weapon cards possess power symbols which increase the power of the
Ninja card present in the battle slot occupied by the Weapon card. Weapons
have power values ranging from 2 to 4. Some Weapon cards only contribute to
a certain side of the battle (Assassin or Guardian) or contribute different values
to each side, depending on which side of the battle they are placed (use the blue
power value when placed on Guardian side of Target and the red power value
when placed on the Assassin side). If a Weapon card is placed on a side for
which it does not possess a power value, it is considered to have a power value
of 0. Some Weapon cards also have a special ability. Weapon cards have no
effect and are discarded if they end up in a battle slot without a Ninja card.
10
ROUND SEQUENCE  AFTER THE THIRD ROUND
BATTLE CARDS  NINJAS, WEAPONS
11
MEDDLERS
BATTLE SLOT EXAMPLE 2
Meddlers are not ninjas, but powerful personalities who influence contracts
by either promising additional rewards or reducing the gold acquired from
rewards. Meddlers are played face down upon the target stack.
EVENTS
Event cards are always played face up. They have an immediate, one-time effect
as described in their card text. They are placed on the discard pile right after
they have been resolved.
BATTLE SLOTS
Battle slots form on both the Assassin (right) and Guardian (left) side of the Target,
beginning with the innermost position on each side. When playing a Weapon card, it is
always placed into the next unoccupied battle slot of the selected Target, on whichever
side the player decides to place the weapon. The innermost battle slot is battle slot 1,
and the battle slot numbers increase outwards from there.
Battle slot 1 on the Assassin (right) side of the Target contains the
Silent Killer with the ability: Remove the Guardian in opposing battle
slot. battle slot 1 on the Guardian (left) side of the Target contains the
Guardian Master. While the Guardian Master does not have a special
ability, there is a weapon in his battle slot, Metsubushi, with the ability:
Reduce the total power of the ninja and weapon in opposing battle
slot by half. Since abilities on Ninja cards resolve before the abilities on
Weapon cards, the Guardian Master is removed from its battle slot and
discarded, along with the Metsubushi, since it no longer has a ninja
in the battle slot to wield it. The Metsubushi is discarded before it can
reduce the opposing battle slots’ power. Battle slot 1 on the Guardian
side of the Target is now empty, but the cards in battle slot 2 stay where
they are; they do not move into the vacant battle slot.
Battle Slot 2
Battle Slot 1
Don’t forget that
Weapon cards in
battle slots without
ninjas are discarded.
Battle Slot 1
In the text of certain cards, the phrase “opposing battle slot” appears; this refers to the
Battle slot position with the same number on the opposite side of the Target.
BATTLE SLOT EXAMPLE 1
The Weapon card Jutte is placed in battle slot 1 on the Assassin side of the Target. The
special ability of the Jutte reads: Remove any weapon in opposing battle slot. Therefore, a
Weapon card in battle slot 1 on the Guardian side of the Target is removed from the battle
slot and discarded during the battle phase.
Battle Slot 1
Battle Slot 1
Battle Slot 2
12
MEDDLERS, EVENTS, BATTLE SLOTS
Battle Slot 1
BATTLE SLOTS  BATTLE SLOT EXAMPLES
Battle Slot 1
13
APPENDIX:
CARD GLOSSARY
The card glossary explains abilities of and
interactions between special cards in detail.
ASSASSINS
ASSASSIN INFILTRATOR
The Assassin Infiltrator’s power is equal to double
the power of the Guardian in the opposing battle
slot. This does not include Weapon cards. If there
is no ninja or a ninja with power 0 in the opposing
battle slot, the Infiltrator’s power is 0.
Versus Shadow Sentinel:
The Assassin Infiltrator is discarded.
ASSASSIN WEAPON MASTER
If the Assassin Weapon Master occupies a battle slot
without a Weapon card, his power is 1.
With a Weapon card, his power is 3 (plus that of the
weapon). The power bonus is lost if the weapon is
removed by another card.
SILENT KILLER
The Ninja card in the opposing battle slot on the
Guardian side of the Target is placed in the discard
pile, along with any weapon in its battle slot.
Versus Shadow Sentinel: Both Silent Killer and
Shadow Sentinel are discarded.
Versus Infiltrator: The Infiltrator is discarded.
14
APPENDIX: CARD GLOSSARY  ASSASSINS
GUARDIANS
GUARDIAN INFILTRATOR
The Guardian Infiltrator’s power is equal to double
the power of the Assassin in the opposing battle
slot. This does not include Weapon cards. If there
is no ninja or a ninja with power 0 in the opposing
battle slot, the Infiltrator’s power is 0.
Versus Silent Killer: The Infiltrator is discarded.
GUARDIAN WEAPON MASTER
If the Guardian Weapon Master occupies a battle
slot without a Weapon card, his power is 1.
With a Weapon card, his power is 3 (plus that
of the weapon). The power bonus is lost if the
Weapon card is removed by another card.
SHADOW SENTINEL
The Ninja card in the opposing battle slot on the
Assassin side of the Target is placed in the discard
pile, along with any weapon in its battle slot.
Versus Silent Killer: Both Silent Killer and
Shadow Sentinel are discarded.
Versus Infiltrator: The Infiltrator is discarded.
SPECIALISTS
BOMB MAKER
When the Bomb Maker is resolved during the
battle phase, it is placed on the discard pile along
with the Battle card directly beneath it on the target
stack.
APPENDIX: CARD GLOSSARY  GUARDIANS, SPECIALISTS
15
BOMB MASTER
When the Bomb Master is resolved during the
battle phase, it is placed on the discard pile along
with the two Battle cards directly beneath it on the
target stack.
POISON MAKER
When the Poison Maker is resolved during the
battle phase, it is placed on the discard pile along
with the card that was directly on top of it on the
Target stack. If the card on top of it has already
been placed on the discard pile due to the effect
from another card, the Poison Maker has no effect.
A Meddler card that was on top of the Poison
Maker and is now beneath the Reward card is
discarded with no effect.
A Ninja card that was on top of the Poison Maker
and is now in a battle slot is discarded with no effect.
The recently emptied battle slot can now
be occupied by another Ninja card during the
battle phase.
Versus Bomb Maker and Bomb Master:
The Poison Maker loses, because it is already
in the discard pile before his ability has a chance
to resolve.
Versus Poison Maker and Poison Twins:
Both the Poison Maker and Poison Twins are
immune to poison and, therefore, are unaffected
by another Poison Maker or Poison Twins.
POISON TWINS
When the Poison Twins card is resolved during the
battle phase, it is placed on the discard pile along
with the card that was directly on top of it as well as
the card directly beneath it on the target stack
All other rules applying to the Poison Maker also
apply to the Poison Twins.
16
APPENDIX: CARD GLOSSARY  SPECIALISTS
ROGUE
When the Rogue is resolved during the battle phase,
compare the current power totals on the Guardian
side and on the Assassin side. The side with the
lower total gains the services of the Rogue, and the
card is placed into the next unoccupied battle slot
of the side with the lower power total. If the power
totals are equal, the Rogue is discarded. Remember
to always include the Guardian power of the Target
when calculating the power totals. Any Ninja and
Weapon abilities of cards in any battle slots are
not resolved until the battle phase, so they are
not taken into account when the Rogue’s ability
resolves (e.g. Metsubushi or Weapon Master).
SCOUT
The Scout is placed face up onto a target stack
during the ninja phase. The next card that is played
onto this target stack or into any of the Target’s
battle slots must be played face up. Discard the
Scout when its effect is resolved. If the Scout is still
on the target stack at the end of the ninja phase, it
is also discarded.
Draw a new card from the draw pile immediately
after you have played Scout.
SHINOBI SPY
The Shinobi Spy is played face up onto a
target stack. The card beneath him is revealed
immediately, then Shinobi Spy is discarded and you
draw a new card. The revealed card stays face up for
the remainder of the round.
SHINOBI MASTER SPY
The Shinobi Master Spy is played face up onto a
target stack. The player of Shinobi Master Spy can
choose to reveal one or two cards directly beneath
it. These cards are revealed immediately, then
Shinobi Master Spy is discarded and you draw a
new card. The revealed cards stay face up for the
remainder of the round.
APPENDIX: CARD GLOSSARY  SPECIALISTS
17
APPENDIX:
BATTLE PHASE EXAMPLE
EVENT CARDS
DISAPPEAR IN SMOKE
Steal a random card from a target player. The player
who is targeted by this Event card is free to shuffle
their hand before the card is drawn. The card that
has been drawn by the player of Disappear in
Smoke is then played immediately, as if played
from their own hand.
APPEAR IN SMOKE
Draw two cards from the draw pile. Play one card
immediately then add the other to your hand.
The battle phase example jumps you into resolving the target stack; players have already
played their cards and passed for the round, and now we’re ready to fight it out!
END OF NINJA PHASE
At the end of the ninja phase, the game will look something like this. For this example,
the focus is only on one of the Target cards. The target stack consists of a pile of ten
face down Ninja and Meddler cards on top of the Target—the Daimyo. Three face down
Weapon cards occupy the Guardian (left) battle slots, and two Weapon cards occupy the
Assassin (right) battle slots. There is a 5 Gold Reward card under the Daimyo, as well.
WEAPON CARDS
METSUBUSHI
This card halves the power of the Ninja card in the
opposing battle slot, including any Weapon card,
rounded down.
BATTLE PHASE DIAGRAM 1
Battle Slot 3
Battle Slot 2
Battle Slot 1
Target Stack
(10 battle cards)
Battle Slot 1
Battle Slot 2
Versus Jutte: Metsubushi is discarded and the
Ninja card with the Jutte keeps their complete
power value.
JUTTE
Discard the Weapon card of the ninja in the
opposing battle slot.
Versus Metsubushi: Metsubushi is discarded and
the Ninja card with the Jutte keeps their complete
power value.
Versus Jutte: Both Juttes are discarded.
BATTLE PHASE
The target stack is now resolved from top to bottom. The first card is flipped, and it is
a Bomb Maker—the battle is starting with a bang! The Bomb Maker discards the card
directly beneath it in the target stack. We flip over the next card and find the Guardian
Grandmaster. Both the Bomb Maker and the Guardian Grandmaster are discarded.
The next card in the target stack is Enemy In High Places. Since this is a Meddler, it
is placed beneath the Reward (highlighted in white in battle phase Diagram 2). If
the Daimyo is assassinated as a result of this battle, the reward for doing so will be
increased by 2 gold!
BATTLE PHASE DIAGRAM 2
Battle Slot 3
18
APPENDIX: CARD GLOSSARY  EVENTS, WEAPONS
Battle Slot 2
Battle Slot 1
Target Stack
(7 battle cards)
Battle Slot 1
APPENDIX: BATTLE PHASE EXAMPLE
Battle Slot 2
19
The next card flipped is a Guardian Apprentice. Since it is a Guardian, it will be placed
into the first unoccupied battle slot on the Guardian side of the Target (left). He will
be happy to find a Weapon card waiting for him there.
The Weapon card in battle slot 1 on the Guardian side is flipped over, and it is the
Shuriken with power 2. It is placed beneath the Guardian Apprentice. This battle slot
is now occupied by a ninja. The next Guardian will be placed into battle slot 2.
The next card flipped is a Poison Maker. The Poison Maker discards the card that was
directly on top of it in the Target stack, which would be the Thief just placed beneath
the Reward card. Both the Poison Maker and the Thief are placed in the discard pile.
BATTLE PHASE DIAGRAM 6
Battle Slot 3
Battle Slot 2
Battle Slot 1
Target Stack
(3 battle cards)
Battle Slot 1
Battle Slot 2
BATTLE PHASE DIAGRAM 3
Battle Slot 3
Battle Slot 2
Battle Slot 1
Target Stack
(6 battle cards)
Battle Slot 1
Battle Slot 2
The next card is an Assassin Adept. It is an Assassin, which will be placed into the first
unoccupied battle slot on the Assassin side of the Target (right), battle slot 1.
The Weapon card in battle slot 1 on the Assassin side is flipped over, and it is also the
Shuriken with power 2. It is placed beneath the Assassin Adept.
The next card flipped is a Silent Killer. Since it is an Assassin, it will be placed into the
first unoccupied battle slot on the Assassin side of the Target (right), which is battle
slot 2. The Weapon card in battle slot 2 on the Assassin side is flipped over to reveal the
Kusari-Fundo, and the Silent Killer is put on top of it. Note that the special ability of
the Silent Killer does not trigger until battle slots are resolved during the battle phase.
BATTLE PHASE DIAGRAM 7
BATTLE PHASE DIAGRAM 4
Battle Slot 3
Battle Slot 2
Battle Slot 1
Target Stack
(5 battle cards)
Battle Slot 3
Battle Slot 1
Battle Slot 2
20
Battle Slot 2
Battle Slot 1
APPENDIX: BATTLE PHASE EXAMPLE
Battle Slot 1
Battle Slot 2
The next card flipped is a Guardian Master. It is placed into the first unoccupied battle
slot on the Guardian side of the Target (left), which is battle slot 2. The Weapon card
in this battle slot is revealed to be the Metsubushi. It is placed beneath the Guardian
Master. The special ability of the Metsubushi will not resolve until the battle slots step.
BATTLE PHASE DIAGRAM 8
BATTLE PHASE DIAGRAM 5
Battle Slot 3
Target Stack
(2 battle cards)
Battle Slot 2
The next card flipped is a Thief, likely placed there by a player that does not have a
contract for the Daimyo, because the Thief subtracts gold from the reward. The Thief
is a Meddler, so it is placed beneath the Reward card with Enemy in High Places.
Target Stack
(4 battle cards)
Battle Slot 1
Battle Slot 1
Battle Slot 2
Battle Slot 3
Battle Slot 2
Battle Slot 1
Target Stack
(1 battle card)
Battle Slot 1
Battle Slot 2
APPENDIX: BATTLE PHASE EXAMPLE
21
BATTLE SLOT 2 DIAGRAM
The final card flipped is an Assassin Kunoichi. It is placed into the first unoccupied
battle slot on the Assassin side of the Target (right), which is battle slot 3.
Battle Slot 2
Battle Slot 2
BATTLE PHASE DIAGRAM 9
Battle Slot 2
Target
Stack
Battle Slot 1
Battle Slot 1
Battle Slot 2
Battle Slot 3
Total Assassin
Power: 3
Guardian Master
removed by Silent
Killer; Metsubushi
is then discarded.
RESOLVING BATTLE SLOTS
The target stack is depleted, so we can resolve any special abilities in the battle slots.
The Weapon card in battle slot 3 on the Guardian side of the Target is useless as there
is no ninja there to wield it, so it is discarded.
BATTLE SLOT 2
When resolving battle slots, start with battle slot 1 and work outwards.
Guardian Side: Guardian Master with power 3, armed with a Metsubushi, for a total
power 3
BATTLE SLOT 1
Assassin Side: Silent Killer with power 0, armed with a Kusari-Fundo with power 3,
for a total power 3
Guardian Side: Guardian Apprentice with power 1, armed with a Shuriken with
power 2, for a total power 3
Assassin Side: Assassin Adept with power 2, armed with a Shuriken with power 2, for
a total power 4
There are no special abilities to resolve in battle slot 1, so we proceed to battle slot 2.
BATTLE SLOT 1 DIAGRAM
Battle Slot 1
In battle slot 2, we have two cards with special abilities. The Weapon card Metsubushi
on the Guardian side, and the Ninja card Silent Killer on the Assassin side. Since ninja
special abilities are always resolved before weapon special abilities, the Silent Killer
special ability resolves first: Remove the Guardian in opposing battle slot. The Guardian
Master is discarded, along with the Metsubushi, before its special ability can take effect.
BATTLE SLOT 3
Battle Slot 1
Guardian Side:
Nothing
BATTLE SLOT 3 DIAGRAM
Battle Slot 3
(Empty)
Battle Slot 3
Assassin Side:
Assassin Kunoichi with power 4
No special abilities need to be
resolved for battle slot 3.
Total Guardian
Power: 3
22
Total Assassin
Power: 4
Total Assassin
Power: 4
APPENDIX:BATTLE PHASE EXAMPLE
APPENDIX:BATTLE PHASE EXAMPLE
23
RESOLUTION
Since there are no more battle slots to resolve, power totals can now be determined for
each side of the battle.
On the Guardian side, only the Guardian Apprentice remains, armed with the
Shuriken, for a power total of 3 (1 + 2). The Daimyo has an inherent Guardian power
value of 3 (the 3 blue power symbols on the Target card), so the total power for the
Guardian side of the battle is 6 (3 + 3).
On the Assassin side, there are three ninjas left standing: Assassin Adept, armed with
a Shuriken, for a power total of 4 (2 + 2); Silent Killer, armed with a Kusari-Fundo,
for a power total of 3 (0 + 3); and Assassin Kunoichi with a power total of 4. The total
power for the Assassin side of the battle is 11 (4 + 3 + 4), a decisive victory leading to
the assassination of the Daimyo! Any player who has an Assassination contract for the
Daimyo is eligible for a reward.
RESOLUTION AND REWARD DIAGRAM
Battle Slot 1
Target
Stack
Total Guardian
Power: 6
Battle Slot 1
Total Gold: 10
Battle Slot 2
Battle Slot 3
Total Assassin
Power: 11
REWARD
Now, the assassination reward total is calculated by taking the base value from the
Reward card and adding all values from red gold symbols on the Target and Meddler
cards. The Reward card beneath the Daimyo is worth 5 gold. The Daimyo, when
assassinated, is worth 3 gold. Lastly, there is the Enemy In High Places card beneath
the Reward card. It has a red gold symbol with a value of +2, so it adds 2 gold to the
reward if the Target is killed.
So the final reward for assassinating the Daimyo is 10 (5 + 3 + 2). If multiple players
selected an Assassination contract for the Daimyo, the reward is split equally between
them, rounding up.
NEXT ROUND!
That was the first round, so the players get ready to draft again for the start of round 2!
24
APPENDIX:BATTLE PHASE EXAMPLE
SHINOBI CLANS RULEBOOK
Last Updated: August 8th, 2014
Version 1.0
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