Naruto Rulebook

17
Game Manual VER.13

Transcript of Naruto Rulebook

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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

A

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C E F

G

H

IJKM OP

NOTE:“Combat”and“Support”arecombinedtorepresent“Power”.Things You need To PlaY

CHAPTER I

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A

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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

E

F

G

H

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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PLAyEd

3rd

2nd

1ST

1ST

2nd

3rd

rESoLvE

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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

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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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NEW

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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.

NEW

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©2002 MASASHI KISHIMOTO / 2007 SHIPPUDEN All Rights Reserved.