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Rules - Out of the Box Publishing

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The Object <strong>of</strong> Ninja Versus Ninja TM<br />

In Ninja Versus Ninja, each player controls a team <strong>of</strong><br />

Ninjas attempting to defend <strong>the</strong>ir dōjō and venture<br />

into <strong>the</strong> opponent’s dōjō to earn points. There are two<br />

ways to win: earn seven points or eliminate all <strong>of</strong> <strong>the</strong><br />

opponent’s Ninjas.<br />

What’s in <strong>the</strong> <strong>Box</strong><br />

• Ages 8 to Adult<br />

• 2 Players<br />

• 15–20 Minutes<br />

per Game<br />

• 6 Black Ninjas<br />

• 6 Red Ninjas<br />

• 2 Ninja Masters—one red and one black<br />

• 2 Grey Shadow Ninjas—one red and one black<br />

• 2 Four-Sided Dice<br />

• Game Board<br />

• Rule Sheet<br />

To download <strong>the</strong>se rules in Spanish, French, or German go to:<br />

www.otb-games.com<br />

TM<br />

Setting Up<br />

1. Give Player 1 <strong>the</strong> six black Ninjas, <strong>the</strong> black Ninja<br />

Master, and <strong>the</strong> black Shadow Ninja. Give Player 2<br />

<strong>the</strong> six red Ninjas, <strong>the</strong> red Ninja Master, and <strong>the</strong> red<br />

Shadow Ninja.<br />

2. Place <strong>the</strong> game board between <strong>the</strong> two players,<br />

as shown in <strong>the</strong> graphic below.<br />

3. Place <strong>the</strong> red and black Ninja Masters on <strong>the</strong> Scoring<br />

Tracks as indicated below.<br />

4. Place <strong>the</strong> red and black<br />

Shadow Ninjas on<br />

<strong>the</strong> Shadow Tracks<br />

as indicated below.<br />

5. Place <strong>the</strong> Ninjas on<br />

<strong>the</strong> game board in<br />

<strong>the</strong> pattern shown below, with <strong>the</strong> black Ninjas in<br />

<strong>the</strong> black dōjō and <strong>the</strong> red Ninjas in <strong>the</strong> red dōjō.<br />

Ninjas must face <strong>the</strong> opposing dōjō at <strong>the</strong> beginning<br />

<strong>of</strong> <strong>the</strong> game.<br />

Red Shadow Track<br />

Red SCORING Track<br />

RED DOJO<br />

PLAYER 1<br />

NEUTRAL ZONE<br />

PLAYER 2<br />

BLACK DOJO<br />

BLACK SCORING Track<br />

BLACK Shadow Track<br />

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Playing <strong>the</strong> Game<br />

Each player rolls both dice and <strong>the</strong> player with <strong>the</strong><br />

highest total takes <strong>the</strong> first turn.<br />

A turn consists <strong>of</strong> rolling both dice, totaling <strong>the</strong><br />

numbers rolled, and moving one Ninja exactly that<br />

many spaces. See Ninja Moves for allowable moves.<br />

• A Ninja will ei<strong>the</strong>r move within <strong>the</strong> home dōjō or<br />

go on a Mission. Any time a Ninja leaves <strong>the</strong> home<br />

dōjō, that Ninja is considered to be on a Mission.<br />

Going on a Mission is <strong>the</strong> only way to earn points.<br />

See Going on a Mission.<br />

• A Ninja may eliminate an opposing Ninja while in<br />

<strong>the</strong> home dōjō or while on a Mission. If a Ninja’s<br />

move ends on a space occupied by an opponent’s<br />

Ninja, <strong>the</strong> opponent’s Ninja is removed from <strong>the</strong><br />

board and remains out <strong>of</strong> play for <strong>the</strong> rest <strong>of</strong> <strong>the</strong><br />

game. No points are scored for eliminating Ninjas.<br />

Players alternate taking turns until one player<br />

has scored seven points or eliminated all <strong>of</strong> <strong>the</strong><br />

opponent’s Ninjas.<br />

Winning <strong>the</strong> Game<br />

The first player to earn seven points, or to eliminate all<br />

<strong>of</strong> <strong>the</strong> opponent’s Ninjas, wins Ninja Versus Ninja.<br />

Ninja Moves<br />

Moves Allowed<br />

• A player may only move his or her own Ninjas.<br />

• Ninjas must move along a clear path. If any space on a path is<br />

blocked by a Ninja, <strong>of</strong> ei<strong>the</strong>r color, that path may not be taken.<br />

• Straight Line and L-Shaped moves, in any direction, are<br />

allowed on any move. An L-Shaped move is a move with one,<br />

and only one, 90° turn, regardless <strong>of</strong> <strong>the</strong> number <strong>of</strong> spaces<br />

moved.<br />

• One Reversal is allowed during <strong>the</strong> three turns while a Ninja is<br />

on a Mission. A Reversal is when a Ninja moves away from <strong>the</strong><br />

home dōjō, and <strong>the</strong>n moves back on <strong>the</strong> same path, toward <strong>the</strong><br />

home dōjō, all in one turn. A Reversal is only allowed inside <strong>the</strong><br />

opponent’s dōjō.<br />

• A Reversal may be combined with an L-Shaped move.<br />

• Moves that end on a square occupied by an opponent’s Ninja<br />

are allowed. The opponent’s Ninja is <strong>the</strong>reby eliminated from<br />

<strong>the</strong> game and removed from <strong>the</strong> board.<br />

Moves Not Allowed<br />

• Diagonal moves<br />

• Moves that require jumping over Ninjas,<br />

<strong>of</strong> ei<strong>the</strong>r color<br />

• Reversals within a player’s home dōjō or<br />

in <strong>the</strong> neutral zone<br />

• Moves that include more than one 90° turn<br />

• Moves that end on a square occupied by a player’s own Ninja<br />

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Going on a Mission<br />

When a Ninja leaves <strong>the</strong> home dōjō, that Ninja begins a Mission.<br />

• A Mission must be completed within a total <strong>of</strong> three consecutive turns.<br />

• Each player may only have one Ninja on a Mission at any one time.<br />

• Ninjas are not required to use all three turns <strong>of</strong> a Mission and may return on<br />

turn two or even turn one.<br />

• While on a Mission a Ninja is not required to enter <strong>the</strong> opponent’s dōjō and<br />

may return having only advanced as far as <strong>the</strong> neutral zone.<br />

• Whenever a Ninja returns to its home dōjō it is rotated to its original orientation<br />

(facing <strong>the</strong> opponent’s home dōjō) and remains in that orientation until it begins a Mission.<br />

• If a player has a Ninja on a Mission, that player may choose to move ano<strong>the</strong>r <strong>of</strong> his or her<br />

Ninjas, but that move still counts as one <strong>of</strong> <strong>the</strong> three turns for <strong>the</strong> Ninja on <strong>the</strong> Mission.<br />

The Three Turns <strong>of</strong> a Mission<br />

After each turn <strong>of</strong> a Mission, <strong>the</strong> Ninja is rotated to indicate how many turns that Ninja has to return to <strong>the</strong> home dōjō.<br />

TURN 1<br />

The turn in which a Ninja leaves <strong>the</strong> home dōjō is <strong>the</strong> first turn <strong>of</strong> a Mission. At <strong>the</strong><br />

end <strong>of</strong> that turn, <strong>the</strong> Ninja is rotated 90° clockwise to indicate that <strong>the</strong> Ninja must<br />

be returned to <strong>the</strong> home dōjō within <strong>the</strong> next two turns <strong>of</strong> that player.<br />

TURN 2<br />

On <strong>the</strong> second turn <strong>of</strong> a Mission, <strong>the</strong> Ninja is rotated an additional 90° clockwise<br />

to indicate that <strong>the</strong> Ninja must be returned to <strong>the</strong> home dōjō on that player’s third<br />

turn. This Ninja is rotated regardless <strong>of</strong> whe<strong>the</strong>r or not <strong>the</strong> player decides to move it.<br />

TURN 3<br />

On <strong>the</strong> third turn <strong>of</strong> a Mission, <strong>the</strong> Ninja must be returned to <strong>the</strong> home dōjō or it is<br />

eliminated from <strong>the</strong> game and removed from <strong>the</strong> board. If <strong>the</strong> Ninja is successfully<br />

returned to <strong>the</strong> home dōjō it is rotated 180° to its original orientation.<br />

Ninja<br />

position<br />

after<br />

turn 1<br />

Ninja<br />

position<br />

after<br />

turn 2<br />

Ninja<br />

position<br />

after<br />

turn 3<br />

Scoring Points<br />

To score points a Ninja must move out <strong>of</strong> it’s home dōjō, across <strong>the</strong> neutral zone, into <strong>the</strong> opponent’s dōjō,<br />

and make it back safely to <strong>the</strong> home dōjō, all within <strong>the</strong> three turns <strong>of</strong> a Mission. The number <strong>of</strong> points<br />

scored depends on how far into <strong>the</strong> opponent’s dōjō <strong>the</strong> Ninja advances.<br />

• The Shadow Ninja is used to indicate <strong>the</strong> number <strong>of</strong> points that could be earned on a Mission. When a<br />

Ninja moves into <strong>the</strong> opponent’s dōjō, <strong>the</strong> Shadow Ninja is moved to <strong>the</strong> number on <strong>the</strong> shadow track<br />

which corresponds to <strong>the</strong> deepest row that <strong>the</strong> Ninja has reached.<br />

• If <strong>the</strong> Ninja on a Mission is eliminated by an opposing Ninja or does not return to <strong>the</strong> home dōjō by <strong>the</strong><br />

third turn <strong>of</strong> that Mission, no points are earned and <strong>the</strong> Ninja is removed from <strong>the</strong> board. The Shadow<br />

Ninja is returned to <strong>the</strong> start <strong>of</strong> <strong>the</strong> Shadow Track.<br />

• If <strong>the</strong> Ninja on a Mission returns home safely, <strong>the</strong> Ninja Master records <strong>the</strong> score by moving <strong>the</strong> number<br />

<strong>of</strong> spaces on <strong>the</strong> scoring track indicated by <strong>the</strong> position <strong>of</strong> <strong>the</strong> Shadow Ninja. The Shadow Ninja is <strong>the</strong>n<br />

returned to <strong>the</strong> start <strong>of</strong> <strong>the</strong> Shadow Track.<br />

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Strategic Hints<br />

Play <strong>the</strong> Odds<br />

The safety <strong>of</strong> any space on <strong>the</strong> board is determined by what <strong>the</strong> o<strong>the</strong>r player must roll<br />

to eliminate your Ninja while it is occupying that space. If your opponent needs to roll<br />

a 2 or an 8 to eliminate your Ninja, <strong>the</strong>n that space is relatively safe. If your piece can be<br />

eliminated with a roll <strong>of</strong> 4, 5, or 6, <strong>the</strong>n that space is quite risky.<br />

Take What You Can Get<br />

If your Ninja is on <strong>the</strong> third turn <strong>of</strong> a Mission and your roll is insufficient to return that Ninja<br />

to your home dōjō, see if you can eliminate one <strong>of</strong> your opponent’s Ninjas. You will lose<br />

your piece ei<strong>the</strong>r way so you might as well benefit from <strong>the</strong> unfortunate situation.<br />

Play Defensively<br />

Sometimes it is advantageous to keep your Ninjas back to protect your dōjō. You cannot<br />

score points with this strategy, but you will be in a better position to eliminate your<br />

opponent’s Ninjas.<br />

Keep Your Friends Close and Your Enemies Closer<br />

In your opponent’s dōjō, if your Ninja is adjacent to an opponent’s Ninja, <strong>the</strong>re is no way for<br />

that Ninja to eliminate your piece (<strong>the</strong> two dice can only roll <strong>the</strong> numbers 2–8). Adjacent<br />

Ninjas may also protect you by blocking <strong>the</strong> path to your Ninja.<br />

Protecting Your Dojo<br />

If your opponent has entered your dōjō and is attempting to get home to score points,<br />

sometimes <strong>the</strong> best course <strong>of</strong> action is to use your own piece to block that Ninja’s exit.<br />

Forcing that Ninja to move one or two extra spaces may be enough to guarantee that it<br />

will not make it back within <strong>the</strong> three turns <strong>of</strong> that Mission.<br />

<strong>Out</strong> <strong>of</strong> <strong>the</strong> <strong>Box</strong> <strong>Publishing</strong> Inc.<br />

609 Bennett Road<br />

Dodgeville, WI 53533<br />

800-540-2304<br />

info@otb-games.com<br />

www.otb-games.com<br />

Original Concept Tushar Gheewala<br />

Game Play Design Team Max Osterhaus, Ellen Winter, Al Waller,<br />

Mark Alan Osterhaus<br />

Illustration and Graphic Design John Kovalic, Cathleen Quinn-Kinney<br />

Production Development Tom Strom, Matt Mariani<br />

©2008 <strong>Out</strong> <strong>of</strong> <strong>the</strong> <strong>Box</strong> <strong>Publishing</strong> Inc. All rights reserved. Ninja Versus Ninja, Award Winning Fun®, and <strong>Out</strong> <strong>of</strong> <strong>the</strong> <strong>Box</strong>® are trademarks <strong>of</strong> <strong>Out</strong> <strong>of</strong> <strong>the</strong> <strong>Box</strong> <strong>Publishing</strong> Inc.<br />

#7007 Printing Number 10 9 8 7 6 5 4 3 2 1<br />

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