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Ninja Academy

Ninja Academy Rulebook

Table of Contents

Table of Contents

  • Overview and Game Objective
  • Game Components
  • About the Components
    • Ninja Meeples
    • Logs
    • Tatami Cards
    • Box
    • Trial Cards
    • Victory Coins
    • Summoning Cards
  • Game Setup
  • How to Play
  • Resolving a Trial
    • Collective Trial
    • Duel Trial
    • Trial Card Examples
  • End of the Game
  • Credits

Overview and Game Objective

During the game, you will face many trials, worthy of the best ninjas.

To pass your exam, you need focus, agility, and exceptional perception! Succeed in all trials, or place your bet on the best player to score more points.

At the end of the game, the player with the most points gets the highest grade and becomes a Ninjutsu Master!

Game Components

  • 10 Ninja Meeples — 5 white & 5 black
  • 10 Logs
  • 3 Summoning Cards
  • 5 Tatami Cards — numbered #1 to #5
  • 21 Trial Cards — 15 "Duel" Cards and 6 "Collective" Cards.
  • 38 Victory Coins
  • Box — Box Bottom and Box Lid: representing a Dojo.

About the Components

Ninja Meeples

There are 2 colors of Ninja Meeples: black and white. Depending on the Trials, you will use one color or both.

For some Trials, it is important to know that each ninja has one head, two hands and two feet. The ninja stands when its meeple touches the ground with its two feet.

Logs

The logs are used in some Trials. A log stands when it is in a vertical position.

Tatami Cards

The back of each Tatami Card features a Tatami while the face of the card depicts a Ninja with a number from #1 to #5. At the beginning of the game, each player receives a Tatami Card. This determines who goes first in a specific Trial.

Box

The box bottom and box lid may be used in some Trials.

Trial Cards

There are two types of Trial Cards:

  • the Duel Trials, in which two players will compete;
  • and the Collective Trials, in which all players compete simultaneously.

Victory Coins

Victory Coins are used for scoring.

Summoning Cards

Summoning Cards determine which players will compete when resolving the different Trials.

Game Setup

  1. Choose a player at random. That player is the Class Representative. They take the appropriate Summoning Card (depending on the number of players) and place it in front of them.

  2. Take as many Tatami Cards as there are players and deal one card to each player (for example if there are 3 players, use the cards #1, #2 and #3). Keep the other cards next to the play area.

    Note: Leave some room at the center of the table for the exam area.

  3. Shuffle the Duel Trial Cards and the Collective Trial Cards separately to form two draw piles and place them next to the play area.

  4. Place the Victory Coins, the Ninja Meeples, the Logs and the Box next to the play area.

How to Play

Each game of Ninja Academy is divided into a series of alternating Trials that play as follows:

1 Collective Trial 4 or 5 Duel Trials (depending on the number of players)

This information is repeated on every Summoning Card, as well as the numbers of players that are to compete in each Trial.

Resolving a Trial

Collective Trial

The Class Representative announces (in a solemn voice): "Collective Trial", so that everyone can hear them.

Then, they draw the first Collective Trial Card, show the picture to the other players, then read aloud the text at the back of the card.

All players should take part in this Trial, as per the rules read aloud by the Class Representative.

The winner of the Trial gains 3 Victory Coins.

If there is a tie, each tied player receives 1 Victory Coin.

Place the Trial Card below the pile and move to the next Trial.

When you complete the last Collective Trial, the game ends.

Duel Trial

The Class Representative announces (still in a solemn voice) the numbers of players marked on their Summoning Card so that everyone hears them.

Then, the Class Representative draws the first Duel Trial Card, shows the picture to the other players, then reads aloud the text at the back of the card.

Players who do not take part in the Trial are called bystanders – they must now choose their favorite. To mark their choice, they place their Tatami in front of the player that is going to win the Trial (according to them).

Players that have been summoned for the Duel should take part in the Trial as per the rules given by the Class Representative.

The winner of the Trial gains 2 Victory Coins. Each player that bet on the winner gains 1 Victory Coin.

If there is a tie, each tied player receives 1 Victory Coin, and the other players score nothing.

Place the Trial Card below the pile and move to the next Trial.

Trial Card Examples

The rulebook illustrates a few sample Trial Cards to show what a Trial looks like. Each of the 21 Trial Cards in the box works the same way: the Class Representative reads the card's text aloud, and the group resolves it as described.

Concealment (Collective Trial, 3 Victory Coins) Each contestant places their Tatami Card face up (Ninja side up) in front of them. Contestants must blow on their card without touching it to try and flip it over to Tatami side up. They may move around the table if needed. The first contestant to complete the challenge wins the Trial.

Brawl (Collective Trial, 3 Victory Coins) All Ninja Meeples are placed loosely in the middle of the table. At the Class Representative's signal, the contestants display a number between 0 and 5 with their fingers (0 is a closed fist, 5 an open hand). All contestants that announced the same number are dismissed for that round. Contestants that are still in the game after that step compare their numbers. The highest number gains a point. The first contestant to gain three points wins the Trial.

Dodging (Collective Trial, 3 Victory Coins) Each contestant takes a Log and places it on the back of their hand so that it stands. Then, they stretch their arm above the table. At the Class Representative's signal, the contestants must try and push the other players so that they drop their Log. Contestants may move their hand but all hands must remain above the table. Contestants may not blow on others' Logs, nor can they use their second hand. The last contestant with a Log standing on their hand wins the Trial.

Meditation (Duel Trial, 2 Victory Coins) Both contestants take 1 Log and 5 Ninja Meeples. At a bystander's signal, contestants must build the following figure: a stack of 5 vertical Ninja Meeples with a standing Log on top of it. The first contestant to complete the figure wins the Trial. Each bystander chooses their favorite.

End of the Game

After the third Collective Trial, the game ends. The player with the most Victory Coins receives the highest grade and wins the game. They are also declared a Ninjutsu Master – and that's something.

The players who scored at least 10 points can still be proud – they also earned their degrees!

Credits

Designers: Antoine Bauza, Corentin Lebrat, Ludovic Maublanc & Théo Rivière Illustrations: Djib Editorial Manager: Ludovic Papaïs Graphic Designers: Mélanie Walryck & Vincent Mougenot Original Rules: Delphine Brennan Proofreading: Stephan Brissaud, Dr Vargo Translation: Antoine Prono