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Ages 8 to Adult |
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2 players |
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Minutes to learn |
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15-20 minutes
per game |
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Stock #7007 |
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Suggested Retail
Price $24.99 |
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| Updated 8/27/08 |
| Note: The rules on this
page reflect the most current version available, and
may differ slightly from previously printed rules. |
What’s in the Box
- 6 Red Ninjas
- 2 Ninja Masters—one red and one black
- 2 Grey Shadow
Ninjas—one red and one black
- 2 Four-Sided Dice
- Game Board
- Rule Sheet
The Object of Ninja Versus Ninja
In Ninja Versus Ninja, each player controls a team of Ninjas
attempting to defend their dōjō and venture into the opponent’s
dōjō to earn points. There are two ways to win: earn seven
points or eliminate all of the opponent’s
Ninjas.
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Setting Up
- Give Player 1 the six black Ninjas, the black Ninja Master,
and the black Shadow Ninja. Give Player 2 the six red Ninjas,
the red Ninja Master, and the red Shadow Ninja.
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Place the game board between the two players, as shown
in the graphic below.
- Place the red and black Ninja Masters on the Scoring
Tracks as indicated below.
- Place
the red and black Shadow Ninjas on the Shadow Tracks as
indicated below.
- Place the Ninjas on the game board in the pattern shown
below, with the black Ninjas in the black dōjō and
the red Ninjas in the red dōjō. Ninjas must face
the opposing dōjō at the beginning of the game.

Playing the Game
Each player rolls both dice and the player with the highest
total takes the first turn.
A turn consists of rolling both dice, totaling the numbers
rolled, and moving one Ninja exactly that many spaces. See
Ninja Moves for allowable moves.
- A Ninja will either move within the home dōjō or
go on a Mission. Any time a Ninja leaves the home dōjō,
that Ninja is considered to be on a Mission. Going on a
Mission is the only way to earn points. See Going on a
Mission.
- A Ninja may eliminate an opposing Ninja while in the
home dōjō or while on a Mission. If a Ninja’s
move ends on a space occupied by an opponent’s Ninja,
the opponent’s Ninja is removed from the board and
remains out of play for the rest of the game. No points
are scored for eliminating Ninjas.
Players alternate taking turns until one player has scored
seven points or eliminated all of the opponent’s Ninjas.
Winning the Game
The first player to earn seven points, or to eliminate all
of the opponent’s Ninjas, wins Ninja Versus
Ninja.
Ninja Moves
Moves Allowed
- A player may only move his or her own Ninjas.
- Ninjas must move along a clear path. If any space
on a path is blocked by a Ninja, of either color,
that path may not be taken.
- Straight Line and L-Shaped moves,
in any direction, are allowed on any move. An L-Shaped
move is a move with one, and only one, 90° turn,
regardless of the number of spaces moved. A
- One Reversal is allowed during
the three turns while a Ninja is on a Mission. A
Reversal is when a Ninja moves away from the home
dōjō, and then moves back on the same path,
toward the home dōjō, all in one turn.
A Reversal is only allowed inside the opponent’s
dōjō. B
- A Reversal may be combined with
an L-Shaped move.C
- Moves that end on a square occupied by an opponent’s
Ninja are allowed. The opponent’s Ninja is
thereby eliminated from the game and removed from
the board. D
Moves Not Allowed
- Diagonal moves
- Moves that require jumping over Ninjas, of either
color
- Reversals within a player’s home dōjō
or in the neutral zone
- Moves that include more than one 90° turn
- Moves that end on a square occupied by a player’s
own Ninja
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Going on a Mission
When a Ninja leaves the home dōjō, that Ninja
begins a Mission.
- A Mission must be completed within a total of three
consecutive turns.
- Each player may only have one Ninja on a Mission at any
one time.
- Ninjas are not required to use all three turns of a
Mission and may return on turn two or even turn one.
- While on a Mission a Ninja is not required to enter
the opponent’s dōjō and may return having
only advanced as far as the neutral zone.
- Whenever a Ninja returns to its home dōjō it
is rotated to its original orientation (facing the opponent’s
home dōjō) and remains in that orientation until
it begins a Mission.
- If a player has a Ninja on a Mission, that player may
choose to move another of his or her Ninjas, but that move
still counts as one of the three turns for the Ninja on
the Mission.
The Three Turns of a Mission
After each turn of a Mission, the Ninja is rotated
to indicate how many turns that Ninja has to return
to the home dōjō. |
TURN 1
The turn in which a Ninja leaves the home dōjō is
the first turn of a Mission. At the end of that
turn, the Ninja is rotated 90° clockwise to
indicate that the Ninja must be returned to the
home dōjō within the next two turns of
that player. |
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Ninja
position
after
turn 1 |
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TURN 2
On the second turn of a Mission, the Ninja is rotated
an additional 90° clockwise to indicate that
the Ninja must be returned to the home dōjō on
that player’s third turn. This Ninja is
rotated regardless of whether or not the player
decides to move it. |
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Ninja
position
after
turn 2 |
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TURN 3
On the third turn of a Mission, the Ninja must
be returned to the home dōjō or it
is eliminated from the game and removed from
the board. If the Ninja is successfully returned
to the home dōjō it is rotated 180° to
its original orientation. |
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Ninja
position
after
turn 3 |
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Scoring Points
To score points a Ninja must move out of it’s home
dōjō, across the neutral zone, into the opponent’s
dōjō, and make it back safely to the home dōjō,
all within the three turns of a Mission. The number of points
scored depends on how far into the opponent’s dōjō the
Ninja advances.
- The Shadow Ninja is used to indicate the number of points
that could be earned on a Mission. When a Ninja moves into
the opponent’s dōjō, the Shadow Ninja is
moved to the number on the shadow track which corresponds
to the deepest row that the Ninja has reached.
- If the Ninja on a Mission is eliminated by an opposing
Ninja or does not return to the home dōjō by
the third turn of that Mission, no points are earned and
the Ninja is removed from the board. The Shadow Ninja is
returned to the start of the Shadow Track.
- If the Ninja on a Mission returns home safely, the Ninja
Master records the score by moving the number of spaces
on the scoring track indicated by the position of the Shadow
Ninja. The Shadow Ninja is then returned to the start of
the Shadow Track.
Strategic Hints
Play the Odds
The safety of any space on the board
is determined by what the other player must roll
to eliminate your Ninja while it is occupying that
space. If your opponent needs to roll a 2 or an 8
to eliminate your Ninja, then that space is relatively
safe. If your piece can be eliminated with a roll
of 4, 5, or 6, then that space is quite risky.
Take
What You Can Get
If your Ninja is on the third turn
of a Mission and your roll is insufficient to return
that Ninja to your home dōjō, see if you can eliminate
one of your opponent’s Ninjas. You will lose
your piece either way so you might as well benefit
from the unfortunate situation.
Play Defensively
Sometimes it is advantageous to
keep your Ninjas back to protect your dōjō. You cannot
score points with this strategy, but you will be
in a better position to eliminate your opponent’s
Ninjas.
Keep Your
Friends Close and Your Enemies Closer
In your opponent’s
dōjō, if your Ninja is adjacent to an opponent’s
Ninja, there is no way for that Ninja to eliminate
your piece (the two dice can only roll the numbers
2–8). Adjacent Ninjas may also protect you
by blocking the path to your Ninja.
Protecting Your
Dōjō
If your opponent has entered your dōjō and is
attempting to get home to score points, sometimes
the best course of action is to use your own piece
to block that Ninja’s exit. Forcing that Ninja
to move one or two extra spaces may be enough to
guarantee that it will not make it back within the
three turns of that Mission.
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