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Ninja All-Stars

Ninja All-Stars Rulebook

Table of Contents

Table of Contents

  • Components
  • Game Concepts
    • Attributes
    • Affinity and Tests
    • Rerolls
    • Facing
    • Influence Zone
    • Line Of Sight
  • Setup
    • 1. Play Janken (Rock, Paper, Scissors)
    • 2. Choose Ninja Team
    • 3. Choose Challenge
    • 4. Create Tournament Ground
    • 5. Deploy Ninja
    • 6. Go Ninja Go!
  • Sequence Of Play
    • Activation
    • Upkeep
    • New Round
  • Movement
    • Dodging
    • Large-Based Ninja
  • Combat
    • Movement As A Result Of Combat
    • Injured
    • Assists
    • Back Strike
    • Ranged Combat
    • Shuriken
  • Phases Of The Moon
    • Moon Deck
  • Advanced Rules
    • Ability And Card Timing
    • Conflicting Effects
    • Keyword Abilities
    • Status Effects
    • Stealth
      • Dodging
      • Stealthy
      • Stealth Combat
      • Search
    • Terrain
      • Specific Terrain Types
  • Building A Team
    • Ninja Type
  • Clans
    • Clan Tora
      • Chunin
      • Kaiken
      • Yajiri
      • Madoushi
      • Kunoichi
      • Oni
      • Byakko (Hero)
      • Ryu (Hero)
    • Clan Yamazaru
      • Chunin
      • Kaiken
      • Yajiri
  • Leagues
    • Ninja Master
    • Starting A League
    • Game Records
    • Downtime
    • Experience
      • Earning XP
      • Advancement Rolls
      • New Keywords
      • Rolling Doubles
    • Revenue
    • Team Rating
  • Challenges
    • Challenge Rules
    • Sentries
    • Medals
    • Goal Spaces
    • Playing With 3 - 4 Players
    • Random Challenge Generator
    • Assassination
    • Intercept The Messenger
    • Champion
    • King Of The Hill
    • Infiltration
    • Brawl
    • Search
  • Appendix
    • Status Effects
    • Keyword Abilities
      • General
      • Air
      • Earth
      • Fire
      • Spirit
      • Water
      • Void
      • Unique
  • Reference
    • Round Overview
    • Combat Bonuses

Components

  • Rulebook
  • Moon Deck (52 cards)
  • 8 White Elemental Dice
  • 8 Black Elemental Dice
  • Double-Sided Game Board
  • Dojo Boards
  • Stealth Token
  • Activation Tokens
  • Moon Tracker Token
  • Round Tracker Token
  • Shrine Token
  • Lantern Token
  • Crate Token
  • Poison Token
  • Protect Token
  • Haste Token
  • Moon Power Token
  • Curse Token
  • Delay Token
  • Slow Token
  • Stunned Token
  • Luck Token
  • Reroll Token
  • Score Tracker Tokens
  • Medal Tokens
  • Goal Space Tokens
  • 6 Samurai Sentries
  • Team Scrolls
  • Quickplay Reference Cards
  • Four teams (Blue, Red, Purple and Orange), each: 1 Chunin, 3 Kaiken, 2 Yajiri, 2 Kunoichi, 1 Madoushi

Game Concepts

Before starting a game, at least one player should read through the rulebook in its entirety to understand how the game plays.

Ninja All-Stars uses special dice to resolve all game actions. The Ninja All-Stars dice have six different icons on them, representing the six sacred elements of Kagejima: Spirit, Void, Earth, Air, Water and Fire.

Attributes

Each model has a set of numbers and keywords that represent how effective they are in the game. These are their attributes. A model's attributes are Movement (MV), Attack (AT), Defense (DF), Affinity, Keyword Abilities, Special Abilities, and Koban Cost (KB).

(Example profile: Chunin - Movement 5, Attack 4, Defense 2, Koban 20, Affinity Fire. Allowance: 1. Keyword Abilities: Close Combat Master, Fire Mastery. Special Abilities, choose 1 ability: Tiger Strike: +3 Attack until the end of the turn, for the rest of the round the chunin does not roll any defense dice. Pounce: Before attacking, the chunin may move up to 3 spaces. After the attack, the chunin is Slowed.)

Affinity and Tests

Each model has an affinity with one or more elements, which are listed in the model's attributes under Affinity.

The most common use of the Ninja All-Stars dice and the Affinity attribute is called an affinity test. When the game requires a model to make an affinity test, the model's player rolls three dice. If at least one dice shows the icon for the element the model has as an affinity for, the affinity test is successful.

When a model is required to make an opposed affinity test, then both players make an affinity test. The player who rolls the most elemental icons matching their Affinity wins the opposed affinity test. If there is a tie, the players roll again.

Models with more than one Affinity must choose which element will be used before the model makes the affinity test.

When making an affinity test for the entire team, the player must choose a single model that is on the game board to make the test.

Affinity has additional effects during combat and for keyword abilities. These rules are covered in their relevant sections later in the rules.

Rerolls

Occasionally, dice may be rerolled. Dice that have been rerolled cannot be rerolled again. If an ability or card references an element that needs to be rolled, this refers to after rerolls have been made.

Facing

In Ninja All-Stars, each model has a facing. There is a mark on each model's base that shows which direction is forward for them. The three spaces directly away from the space the model is facing is their back. All other spaces are their front.

Influence Zone

The spaces adjacent to a model are its influence zone. These spaces represent the area close enough to the model which they can affect.

Many abilities only work on models that are within the influence zone of the model using the ability. These rules are covered in their relevant sections later in the book.

Line Of Sight

Models require Line of Sight (LoS) to target enemy models with all actions, abilities, and attacks, unless otherwise specified.

A model may only draw LoS through spaces in its front influence zone. To determine if a model has LoS to another model, draw a straight, imaginary line from any point on the model's base to any point on the base of the intended target. Then look at each space that the line passes closest to. If no models, terrain, or other effects which block LoS occupy these spaces, the model has LoS to its target. Models always have LoS to themselves.

The following items block LoS:

  • Models, friendly or enemy.
  • Some elements of terrain, such as walls or foliage. (See Terrain, page 17.)
  • The model's own back influence zone.

Setup

Follow the steps in this section to prepare the game to be played.

1. Play Janken (Rock, Paper, Scissors)

The winner of the round of Janken, has initiative. Many steps in setup and gameplay begin with the player who has initiative, and then moves clockwise around the table.

2. Choose Ninja Team

Ninja All-Stars includes enough models to play four teams, in four different colors of plastic. Players may use the models to play as one of the prebuilt Shrine Teams, or may build their own custom Clan Team. (See Building Teams, page 20.)

Each prebuilt Shrine Team has a unique reference card with its rules, and uses all nine models of a single color.

All of the models on a player's team are friendly models and all of the models that are not on a player's team are enemy models.

For your first game we recommend using the Fire Shrine and Water Shrine prebuilt teams.

3. Choose Challenge

Challenges are unique scenarios that specify the goals that players must accomplish to win the game, as well as special rules that affect the game. Players should decide cooperatively which challenge they would like to play for the game. See Challenges, page 72.

For your first game we recommend playing the Brawl challenge!

4. Create Tournament Ground

The game board has two tournament grounds to choose from, one on each side. Players may choose either tournament ground regardless of the challenge being played.

After the game board has been laid out, place the two dojo boards on either side of the game board. Place the Round Tracker token, with the "10" face down, on the round one location.

Each player places a Score Tracker token, with the "10" face down, on the "0" space of the dojo score track.

Roll a die to randomly determine what position the Moon Tracker token starts on. Place the token on the Moon Tracker space that matches the element rolled.

Shuffle the Moon Deck and place it on the dojo board. Then each player, starting with the one who has initiative, draws a hand of three Moon cards. (See Phases of the Moon, page 15.)

The player with initiative then places either a lantern or a shrine token onto the game board. Lanterns and shrines may be placed in any space that is at least two spaces away from any deployment zone space.

Players then take turns placing either lanterns or shrines. After at least four lanterns have been placed, a player may choose to "pass" on placing more lanterns or shrines. Once all players have consecutively passed, setup continues. A maximum of six lanterns and four shrines may be placed, unless specified otherwise. Lanterns and shrines are explained in more detail on page 18.

Many challenges will require additional elements on the game board, such as medals or sentries. When this is the case, follow the rules as specified in the challenge.

5. Deploy Ninja

The player with initiative chooses one player to decide which edge of the game board is their deployment zone. That player will also place the first model, and have the first turn.

In a two player game, the opposing player's deployment zone is the opposite board edge. If there are more than two players, the remaining players play Janken, with the winner of each round being the next to choose a board edge.

Each player's board edge has specific deployment spaces marked with a square around the dot. The players' models may only be deployed in these spaces.

Players then take turns setting up one model at a time, until all of the models allowed by the challenge have been set up in the respective players' deployment zones. Place any remaining models on the players' teams in their Training Ground. Then complete any other setup required by the challenge.

The Training Ground: Models that are in the Training Ground are being kept in reserve for later in the challenge. Challenges normally only allow a few models to be on the board at one time. Any excess models on a team must wait in their team's Training Ground.

(The dojo board layout, for each player, comprises: Moon Phase Tracker, Moon Card Deck, Round Tracker, Moon Cards, Healing House, Training Ground, Shrine Team Reference Card, Dice, Game Tokens, Score Tracker Tokens and Score Dojo Board.)

6. Go Ninja Go!

It's time to start round one! The player with the initiative takes the first turn.

Sequence Of Play

Activation

During each round, players take turns activating one model at a time until all of the models on each team have been activated. The player who has the initiative takes the first turn.

During their turn, a player may activate one model on their team that is on the game board, and that has not already been activated this round. Once all of the models on the game board from each team have activated, the round is over and a new one begins.

When a model is activated, the model may move and then take a single action.

The most common action for models to take is attack. A model cannot take an action and then move again, even if the model has unspent movement points. Once a model takes an action, its activation is over.

Once a model completes its activation, it may no longer activate until the next round. Only one model may be activated during a turn.

Use activation tokens to keep track of which models have activated during the round. At the end of the round, remove all of the tokens.

Upkeep

At the end of each round, players perform upkeep.

  1. Beginning with the player with initiative, and then proceeding clockwise around the table, each player performs the following steps:
    • Move one friendly model from the Healing House to the Training Ground. (See Injured, page 14.)
    • Remove Activation Tokens
    • Perform one of the following:
      • Draw one Moon Card.
      • Move one additional friendly model from the Healing House to the Training Ground.
      • Remove all Stun tokens from one friendly model.
    • Deploy friendly models from the Training Ground to the player's deployment zone, until the maximum number of models allowed by the challenge are on the game board. These are the team's reinforcements.
  2. Advance the Moon Tracker token one space, clockwise, to the new phase of the moon. (See Phases of the Moon, page 15.)
  3. Advance the Round Tracker token one space. If it reaches the end of the track, flip the token over and move it to the start of the track.

New Round

To determine who activates the first model in later rounds of the game, play another round of Janken. The winner has the initiative for the round and will activate the first model.

An alternative method to decide initiative is to make opposed affinity tests. The winner has initiative.

Movement

The Ninja All-Stars game board is made up of a grid of dots. Each dot is a space. Models are placed on the game board with its base covering a dot to show that it is on that space. A model's base may only cover a single dot and should be centered over it.

When activated, a model may move a number of spaces up to its total number of movement points. Whenever a model moves a space, it may move onto any of the eight spaces that are adjacent to the space it is currently on that does not have another model on it.

Once a model has finished moving, the player must turn the model so that its front faces an adjacent space. Even if a model does not move, it may change which direction it is facing during its activation for free, without spending any movement points.

Note that, whenever a model moves, it is turned to face a space at the end of the movement by the player that moved it.

Once a model has finished moving, it may take an action.

A model may use its action to run and move up to the total of its movement a second time.

Some spaces may have terrain which cause special effects, or require additional movement points, when a model moves onto them. These spaces have unique dots that represent their terrain type. (See Terrain, page 17.)

Dodging

Attempting to leave a space that is in at least one enemy model's influence zone is called dodging. When a model attempts to dodge, it must make an affinity test. If the affinity test is successful, the model may move into the new space normally. If the model fails the affinity test, it gets a Stun token, cannot move out of the space, and its activation immediately ends. (See Stun, page 77.)

A model must attempt to dodge to be able to leave a space that is in an enemy model's influence zone, even if it wishes to move to another space in the same model's influence zone.

Large-Based Ninja

Some models have a larger base than others. Instead of only taking up one space, large-based models cover four spaces at once. Moving forward, backward, side to side, or diagonally to each new dot set only costs large-based models one movement point, even though their base covers multiple new spaces.

If any part of a large-based model's base moves over any space with terrain, it is affected by the terrain.

If a large-based model ends its movement with some of its base on elevated terrain and some of it on non-elevated terrain, the large-based model will only count as being on elevated terrain if at least two of the four spaces its base covers are elevated terrain.

Like small-based models, large-based models can only face eight directions. When facing a diagonal space, align the large-based model in the same manner as a small-based model. When assuming a non-diagonal facing, position the mark on the base between two spaces, as shown in the diagram in the original rulebook.

Combat

A model may use its action to attack another model. The model may attack any enemy model within one space of itself and in its front influence zone.

The activated model that initiates the attack is the attacker. The target of the attack is the defender.

The attacker rolls a number of Ninja All-Stars dice equal to its Attack attribute. The defender rolls a number of dice equal to its Defense attribute.

The attacker and defender should roll different colored dice to make it easy to identify which dice belong to each model.

The results of the two rolls are compared, and dice are eliminated based on the following elemental pairs:

  • Spirit and Void eliminate each other.
  • Earth and Air eliminate each other.
  • Fire and Water eliminate each other.

When two dice eliminate each other, remove them from the pool of rolled dice. Dice that the attacker rolled can only eliminate dice that the defender rolled and vice versa. All possible eliminations must be made.

After all eliminations have been made, the player with the most dice remaining chooses a single die from the dice remaining as the result of the attack. The player may only choose a die from the dice they rolled. When both players have the same number of dice remaining, the attacker chooses the result from their dice.

The result of the attack is determined by the element of the die chosen:

  • Spirit: The attacker is Injured.
  • Void: The defender is Injured.
  • Earth: The defender is Stunned. (See Stun, page 77)
  • Air: The attacker may move the defender up to three spaces in any direction.
  • Water: The player who picked Water as the result may move the attacker up to three spaces in any direction. The defending player then places the defender in the attacker's front influence zone.
  • Fire: All models in the attacker's influence zone, including the attacker, are Stunned. (See Stun, page 77)

Movement As A Result Of Combat

When a combat result causes the attacker or defender to move, all other models' influence zones and terrain are ignored. All other movement rules apply as normal.

Injured

When a model is Injured, remove the model from the game board and place it in the player's Healing House.

Assists

Friendly models may assist the attacker and defender in a fight, granting them additional dice. A model cannot assist if it is Stunned, or if it is in the influence zone of an enemy model other than the attacker or defender.

The attacker gains +1 Attack for each additional friendly model that is in the defender's influence zone. The defender gains +1 Defense for each additional friendly model that is in the attacker's influence zone.

Back Strike

When an attacker is in any of the spaces that are in the defender's back influence zone, the attacker gains +1 Attack.

Ranged Combat

Models that have "Ranged" listed in their profile may take a ranged attack action. The number listed is the maximum number of spaces away the model's target can be and still be attacked.

Ranged attacks work exactly like normal attacks, except that the only elemental results that cause any effect are Earth and Void. Other elemental results may be chosen, (and usually are when the defender wins) but have no effect, unless the model has an ability which says otherwise.

A model that is in an enemy model's influence zone cannot make ranged attacks. Ranged attacks cannot benefit from assists or back strikes.

Ranged attacks do not count as normal attacks, and are only affected by effects that specifically affect ranged attacks.

Shuriken

Every model has access to small, lightweight, thrown weapons such as shuriken or kunai. These allow every model to make a ranged attack with a range of three spaces. When using these weapons, the attacker may only roll one die to attack, regardless of what the model's Attack attribute is, and may not claim any bonuses. These ranged attacks are Stealthy (see page 17).

Phases Of The Moon

The phases of the moon and the fickle favor of the Moon Princess can play an important role in determining the victor of a challenge. These capricious elements are represented by the Moon Tracker and the Moon Deck. The moon will wax and wane over and over in a cycle.

Moon Deck

The Moon Deck represents the many dirty tricks, strategies, or mystic traps a team of ninja prepare and use to win a challenge.

A player can never have more than three cards from the Moon Deck in their hand at once. If, after they draw a Moon Card, a player has more than three cards they must immediately discard down to three cards.

Each Moon Card outlines when it can be played and what affect it has on the game.

Once a Moon Card is played and has resolved its effect, the card is discarded. There is only one Moon Deck discard pile shared by all players. If all of the cards from the Moon Deck are drawn, then shuffle the discard pile to create a new Moon Deck.

Cards in the Moon Deck have more powerful or additional effects that may be used if the card is played while the Moon Tracker is at a specific phase along the track. These additional effects are listed on each Moon Card.

Advanced Rules

Ability And Card Timing

Sometimes multiple players will want to use abilities or play Moon Cards that affect the same situation that is occurring in the game.

If the effect does not occur during combat, players resolve effects starting with the player who has initiative for the round. If the effect occurs during combat, the attacker always plays and resolves effects first. Play then continues clockwise around the table, until every player has had a chance to play effects.

Effects that allow or require rerolls must be played before eliminations are made.

If an effect only occurs when a specific element, or combination of elements are rolled, the effect only triggers after rerolls, but before eliminations, are made.

Conflicting Effects

When two game effects directly conflict, such as an ability that causes an action to always fail versus one which causes it to always succeed, only the effect which causes the opposing effect to fail occurs.

Keyword Abilities

Many models have one or more Keyword Abilities. These are special abilities that modify the model's performance.

Throughout league play, models can gain new keywords. Once a model has a specific keyword, they cannot gain it again - multiple instances of the same keyword are not allowed!

The specific Keyword Abilities are detailed in the Appendix section, page 77, for easy reference during your game.

Status Effects

Some rules or abilities cause ongoing effects. These are called status effects.

When a model is affected by a status effect, place the appropriate token next to the affected model. In the rules, models are often referred to as being "Stunned, Cursed, etc." This means that the model has a token of the corresponding status effect on them, or that one token of the appropriate type should be given to them.

A model may accumulate any number of status effect tokens, even of the same type. Each status effect outlines how long it lasts. When a model is Injured, remove all status effect tokens, except Delay.

The specific status effects are detailed in the Appendix section, page 77, for easy reference during your game.

Stealth

If a model is not within LoS of any enemy model, it may use its action to go into Stealth. Place a Stealth token next to the model.

Models in Stealth cannot be attacked or targeted by abilities. If a game effect affects an area of the game board that includes the model's space, it will affect the model normally.

Line of sight cannot be drawn to a model in Stealth, and LoS can be freely drawn through the space it occupies.

A model in Stealth only has an influence zone during its activation, thus enemy models are not required to dodge to move past it, and it cannot assist friendly models in combat.

When a model in Stealth takes an action or takes an affinity check other than dodging, it loses Stealth.

Dodging

When a model in Stealth dodges, it must make an affinity test as normal. If it fails the test, remove the Stealth token instead of suffering the normal effects of failing to dodge. The model may then continue the attempt to move out of the influence zone and dodge as normal, or remain stationary.

Stealthy

Any action, attack, or ability that is Stealthy does not cause a model to lose Stealth when used.

Stealth Combat

When a model in Stealth makes an attack, it gets +1 Attack. This bonus does not apply to ranged attacks. After any attack is made, the model must remove the Stealth token.

Search

A model may use its action to search for enemy models in Stealth. The model must make an affinity test. If the test is successful, all enemy models in the model's influence zone must remove their Stealth token. Searching is Stealthy.

Terrain

Terrain represents the effect that trees, buildings, or any other features on the game board have on models and the challenges in which they compete. Terrain is represented by a unique dot on the space showing the type of terrain.

Sometimes the rules will refer to separate "elements" of terrain. This occurs when using the terrain requires players to look at the spaces and the art on the game board. For example, a wall and a tree both use the rules for elevated terrain, but are separate elements, even if they are right next to one another. Since Ninja All-Stars has two unique game board layouts and will have more in the future, it is impractical to individually diagram every game board. It is always best for players to look at their chosen game board before the game starts, and agree to any separate elements.

  • Rough: Moving onto a space of rough terrain costs two movement points instead of one.
  • Obscuring: Models cannot draw LoS through obscuring terrain. If a model is on a space of obscuring terrain, they may draw LoS, and have LoS drawn to them as normal.
  • Elevated: Elevated terrain is terrain that provides a model with a viewpoint that is higher than the ground, such as the top of a wall, tree, torii arch, or even floating clouds.

When drawing LoS, both to and from a model on elevated terrain, non-elevated terrain and models are ignored. However, LoS is blocked, both to and from the elevated model, if the line crosses another space of elevated terrain that is not within the elevated model's influence zone, or a separate element of elevated terrain.

When drawing LoS between two elevated models, only models or separate elements of terrain that are also elevated along the same line block LoS.

Structures count as elevated terrain, page 18.

To move onto a space of elevated terrain from a space of non-elevated terrain a model must pay three movement points.

To move from a space of elevated terrain to a non-elevated terrain space, or from one elevated space to another adjacent elevated space, costs one movement point as normal.

Influence zones are treated as normal when a model is on elevated terrain. i.e. Models that are on non-elevated terrain are still adjacent to models that are in elevated spaces next to them.

Elevation is ignored when counting spaces to determine range for ranged attacks.

Specific Terrain Types

Some specific types of terrain require more explanation, as they either function as a hybrid of the above mentioned terrain types, or have special rules that come into play when they are used.

  • Structures: Structures are both obscuring and elevated terrain. Structures block LoS between models that are not on elevated terrain.
  • Foliage: Foliage is both obscuring and rough terrain. If a model in Stealth moves through a foliage space without ending its movement, it immediately lose Stealth. If a model in Stealth moves onto a foliage space and ends its movement, it does not lose Stealth and may move off the foliage space without losing Stealth in later activations.
  • Lanterns: Lanterns are a token which represents terrain that players are allowed to place on the game board during challenges. Lanterns may be placed over any other terrain type that is not a token. Lanterns are obscuring terrain that cannot be moved across. If a model in Stealth moves within one space of a lantern, it loses Stealth due to the lantern's light.
  • Crates: Crates are a token which represents terrain. Crates may only be used in challenges which specify their use. Crates are obscuring terrain that cannot be moved across.
  • Shrines: Shrines are a token which represents terrain. Shrines may be placed over any other terrain type that is not a token. Shrines are obscuring terrain that cannot be moved across.

When a shrine is placed on the game board, the player chooses one of the following status effects that the shrine radiates: Curse, Poison, Slow, Haste, Lucky, or Protect. Curse, Poison, and Slow are detrimental status effects. Haste, Lucky, and Protect are positive status effects.

When a model moves within one space of a shrine that radiates a detrimental status effect, it must make an affinity test. If it fails the test, the model gets one status effect token of the type of the shrine.

While a model is within one space of a shrine that radiates a positive status effect, it may use its action to make an affinity test. If the test is successful, the model gets one status effect token of the type of the shrine.

Building A Team

Instead of playing the premade teams that are included in the box, players may build their own teams.

A player gets 100 koban to spend to recruit models for their team. Each model's entry specifies how many koban the model costs to recruit. A player must choose a single clan, and may only recruit ninja from the chosen clan.

Additionally, players may recruit Ronin, mercenaries that will join any clan. While some Ronins' names or descriptions may refer to specific clans, the Ronin may be hired by any clan as normal.

The models included may be used to represent any clan. Alternatively, you may purchase Clan Boxes, that possess unique models to represent your clan.

Each type of model has an Allowance listed on its entry, shown as a number range. The lower number is the minimum number of models of that type that must be recruited for the team to be legal. The higher number is the maximum number of models of that type that may be on the team. If the Allowance is a single number, the team must include the exact number listed.

Some models have unique special abilities. If the the entry specifies that the model chooses a specific number of the special abilities listed, the player must choose the abilities when the model is recruited.

When each model is recruited, record its attributes and abilities on a Team Scroll. Use the team's scroll to track experience, new abilities, and new members of the team.

Ninja Type

While ninja are a diverse and colorful group of characters and clans, they all fall within a few set types that help define their role on a player's team.

Chunin: Aspiring leaders and skilled fighters within the clan are called upon to lead their own team of ninja at the Moonlight Tournament as chunin. This is an incredible honor, and the trials to come will not only test a chunin's leadership and skills, but their spirit as well.

Kaiken: Kaiken are the backbone of the clans. To be a kaiken is not to be relegated to a basic or low role. Training to become a kaiken starts from birth and is ingrained through hardship, conditioning, and trials that normal people could not withstand. Kaiken are masters of the art of stealth, the sword, and the shuriken. As their experience grows, they learn to tap the elemental magic of Kagejima, unlocking potent abilities to rival even the great Heroes.

Yajiri: Yajiri specialize in attacking from afar. Their black shafted arrows are renowned for striking with deadly accuracy. While the bow is utilized throughout all the clans, many have developed their own unique forms of ranged warfare. The Kitsune's blowguns eliminate sentries with only the sound of a silent rush of wind to mark their use; while the thunder of the Tora's rifle sows confusion among the enemy ranks, even as it wreaks terrible devastation. No matter the form it takes, a yajiri's value to their clan cannot be underestimated.

Oni: There is no denying the divine connection that the people of Kagejima have with the land. It is said that man and Oni first met as enemies, but soon developed a grudging respect; the Oni for their size and strength, and men for their technology and tenacity. Many Oni, however fickle, will join a team to honor agreements, to demonstrate their strength, or just for the fun of it. They may not be the most stealthy, but their effect on the enemy is remarkable.

Madoushi: All clans possess the mystics known as madoushi. In some clans, they are revered as sages, alchemists and healers. Other clans regard them as witches, and tolerate them with barely concealed mistrust and fear. Whether they are revered or reviled, all madoushi are able to harness the powers native to the lands of their clan. With training, study, and meditation, a madoushi learns to draw from the lines of Ki that race through the landscapes of Kagejima, summoning the very elements to do their bidding.

Kunoichi: Kunoichi are specialized female fighters and scouts for the clans. Though deadly and widely trained in the ninja arts, the kunoichi put particular emphasis on speed and agility. In battle, kunoichi focus on key mission objectives such as scouting targets and carrying vital missives. When combat is unavoidable, Kunoichi are especially proficient at eliminating targets with a hail of deadly shuriken or kunai.

Clans

Each model entry lists Movement / Attack / Defense / Koban cost, followed by Affinity. Clan background fiction and model biographies are omitted.

Clan Tora

Affinity: Fire (all non-Hero models)

Chunin

Movement 5, Attack 4, Defense 3, Koban 20. Affinity: Fire. Allowance: 1. Keyword Abilities: Close Combat Master, Fire Mastery. Choose 1 ability:

  • Pounce: Before attacking, the chunin may move up to three spaces. This move may only be made if it will result in the chunin being able to attack an enemy model. After the attack, the chunin is Slowed.
  • Tiger Strike: Before the chunin attacks, its player may give the chunin +3 Attack until the end of the turn. For the rest of the round, the chunin does not roll any defense dice.

Kaiken

Movement 5, Attack 3, Defense 2, Koban 10. Affinity: Fire. Allowance: 2-4.

Yajiri

Movement 5, Attack 2, Defense 1, Koban 8. Affinity: Fire. Allowance: 0-2. Ranged 5: +2 Attack.

Madoushi

Movement 5, Attack 3, Defense 2, Koban 13. Affinity: Fire. Allowance: 0-2. Keyword Abilities: Engulf, Fire Mastery. Choose 1 ability:

  • Metal to Dust: At the beginning of the round make an affinity test. If the test is successful, attacks against the madoushi get -2 Attack, to a minimum of 1, until the end of the round.
  • Volcano Pots: The madoushi may use its action to make an affinity test. If the test is successful, one enemy model within six spaces of the madoushi, and all models adjacent to the enemy model, are Stunned.

Kunoichi

Movement 8, Attack 2, Defense 1, Koban 9. Affinity: Fire. Allowance: 0-2. Keyword Abilities: Nimble.

Oni

Movement 4, Attack 2, Defense 5, Koban 18. Affinity: Fire. Allowance: 0-2. Keyword Abilities: Precision Strike, Resilient.

Byakko (Hero)

Movement 5, Attack 4, Defense 3, Koban 24. Affinity: Fire, Earth. Keyword Abilities: Close Combat Master, Hero, Precision Strike, Regeneration, Resilient, Tora's Claws.

  • Vault: Byakko may move through spaces occupied by other models.

Ryu (Hero)

Movement 5, Attack 3, Defense 4, Koban 20. Affinity: Fire. Keyword Abilities: Engulf, Fire Mastery, Hero, Resilient.

  • Dragon's Breath: Ryu may spend his action to have all models that are in Ryu's front influence zone take an affinity test. If a model fails the test, they are Stunned.

Clan Yamazaru

Affinity: Earth (all models)

Chunin

Movement 4, Attack 4, Defense 4, Koban 20. Affinity: Earth. Allowance: 1. Keyword Abilities: Close Combat Master, Earth Mastery. Choose 1 ability:

  • Back Flip: Before the chunin moves, it may move into any empty space in its back influence zone. The chunin automatically succeeds any required dodge rolls and can move onto any terrain type that it could normally move to.
  • Yama Fist: Before the chunin attacks, its player may give the chunin +2 Attack and -2 Defense until the end of the round.

Kaiken

Movement 5, Attack 3, Defense 3, Koban 12. Affinity: Earth. Allowance: 2-4.

Yajiri

Movement 5, Attack 1, Defense 1, Koban 6. Affinity: Earth. Allowance: 0-2. Ranged 5: +1 Attack, Stealthy.

Madoushi

Movement 5, Attack 2, Defense 3, Koban 13. Affinity: Earth. Allowance: 0-2. Keyword Abilities: Earth Mastery. Choose 1 ability:

  • Healing Herbs: When a friendly model that is adjacent to the madoushi is Injured, its player may Stun the madoushi to have the model ignore being Injured.
  • Mountain Flute: Ranged 10, Stealthy. Both Earth and Void results Stun the target.

Kunoichi

Movement 7, Attack 2, Defense 2, Koban 9. Affinity: Earth. Allowance: 0-2. Keyword Abilities: Nimble.

Oni

Movement 4, Attack 4, Defense 4, Koban 20. Affinity: Earth. Allowance: 0-2. Keyword Abilities: Resilient, Yamazaru's Tail (printed "Yamazura's Tail" in the source).

Son Goku (Hero)

Movement 7, Attack 3, Defense 3, Koban 19. Affinity: Earth. Keyword Abilities: Earth Mastery, Hero, Leap, Resilient.

  • Lucky: Son Goku gets a Luck token at the beginning of each of his activations.

Mizaru (Hero)

Movement 5, Attack 2, Defense 4, Koban 23. Affinity: Earth. Keyword Abilities: Close Combat Master, Focus, Guard, Hero, Resilient.

  • Amazing Awareness: Mizaru may use his action to have any model within eight spaces lose Stealth. No LoS is required.

Clan Kitsune

Affinity: Spirit (all models)

Chunin

Movement 6, Attack 3, Defense 4, Koban 22. Affinity: Spirit. Allowance: 1. Keyword Abilities: Close Combat Master, Spirit Mastery. Choose 1 ability:

  • Poisoned Weapons: When attacking, if the chunin does not Stun or Injure the target enemy model, then the model is Poisoned.
  • Spirit Power: The chunin may spend its action to make all models that attempt to dodge out of its influence zone automatically fail until the end of the round.

Kaiken

Movement 6, Attack 2, Defense 3, Koban 10. Affinity: Spirit. Allowance: 1-3.

Yajiri

Movement 6, Attack 2, Defense 1, Koban 9. Affinity: Spirit. Allowance: 1-3. Ranged 5: +1 Attack, Stealthy. If a Spirit is rolled by the yajiri, the target is Poisoned, regardless of the result chosen.

Madoushi

Movement 6, Attack 2, Defense 3, Koban 14. Affinity: Spirit. Allowance: 0-2. Keyword Abilities: Healing, Spirit Mastery. Choose 1 ability:

  • Healing Mist: The madoushi may use its action to Stun itself, then remove all Stun tokens from up to two friendly models within four spaces of the madoushi. No LoS is required.
  • Wanderlust: The madoushi may use its action to make an affinity test. If the test is successful, move any enemy model within six spaces of the madoushi up to four spaces ignoring influence zones. No LoS is required.

Kunoichi

Movement 7, Attack 1, Defense 2, Koban 8. Affinity: Spirit. Allowance: 0-2. Keyword Abilities: Nimble.

Oni

Movement 5, Attack 4, Defense 3, Koban 19. Affinity: Spirit. Allowance: 0-2. Keyword Abilities: Resilient.

  • Spirit Senses: After moving, the Kitsune Oni may make an affinity test. If the test is successful, all enemy models in the oni's influence zone lose Stealth.

Tamamo no Mae (Hero)

Movement 7, Attack 2, Defense 2, Koban 14. Affinity: Spirit. Keyword Abilities: Hero, Nimble, Resilient.

  • Allure: At the beginning of each round, choose one enemy model. Until the end of the round the chosen model cannot dodge while in Tamamo no Mae's influence zone.

Uzumaki (Hero)

Movement 6, Attack 3, Defense 3, Koban 18. Affinity: Spirit. Keyword Abilities: Blink, Close Combat Master, Hero, Resilient.

  • 9 Tails: At the beginning of the round, if Uzumaki is not Slowed, he may become Moon Powered. At the end of the round, Uzumaki is Slowed twice.

Clan Ika

Affinity: Water (all models)

Chunin

Movement 5, Attack 3, Defense 4, Koban 21. Affinity: Water. Allowance: 1. Keyword Abilities: Close Combat Master, Water Mastery. Choose 1 ability:

  • Fisherman's Spear: The chunin may attack models up to two spaces away.
  • Net: Whenever the chunin Injures a model, the chunin may Stun an enemy model within three spaces of the chunin.

Kaiken

Movement 5, Attack 2, Defense 3, Koban 9. Affinity: Water. Allowance: 2-4.

Yajiri

Movement 5, Attack 1, Defense 2, Koban 7. Affinity: Water. Allowance: 0-2. Ranged 5: +1 Attack, Stealthy.

Madoushi

Movement 5, Attack 2, Defense 3, Koban 13. Affinity: Water. Allowance: 0-2. Keyword Abilities: Drown, Water Mastery. Choose 1 ability:

  • Foul Weather: The madoushi may spend its action to make an affinity test. If the test is successful, LoS cannot be drawn farther than four spaces, and models in Stealth may reroll affinity tests when attempting to leave a model's influence zone. No LoS is required.
  • Undertow: When the madoushi activates, it makes an affinity test. If the test is successful, move a friendly model that is within four spaces of the madoushi into the madoushi's influence zone, ignoring other influence zones.

Kunoichi

Movement 7, Attack 1, Defense 2, Koban 8. Affinity: Water. Allowance: 0-2. Keyword Abilities: Nimble.

Oni

Movement 5, Attack 3, Defense 4, Koban 20. Affinity: Water. Allowance: 0-2. Keyword Abilities: Entangle, Resilient.

  • Ink Attack: If the oni is Stunned or Injured, it may Stun an enemy model within the oni's influence zone.

Mizuchi (Hero)

Movement 5, Attack 3, Defense 5, Koban 23. Affinity: Water. Keyword Abilities: Close Combat Master, Focus, Hero, Resilient, Sensei.

  • Flashing Spear: Mizuchi cannot be targeted by ranged attacks.

Akkorokamui (Hero)

Movement 6, Attack 4, Defense 3, Koban 23. Affinity: Water. Keyword Abilities: Close Combat Master, Entangle, Hero, Leap, Resilient.

  • Ika's Anchor: Akkorokamui can make attacks up to three spaces away.

Clan Tanchyo

Affinity: Air (all models)

Chunin

Movement 6, Attack 4, Defense 3, Koban 23. Affinity: Air. Allowance: 1. Keyword Abilities: Air Mastery, Close Combat Master. Ranged 6. Choose 1 ability:

  • Gust of Heaven: After attacking or making a ranged attack, if there are no enemy models in the chunin's influence zone or if all of the enemy models in the chunin's influence zone are Stunned, the chunin may move up to four spaces, ignoring other models, influence zones, and terrain.
  • Wind of Blades: When the chunin attacks, it may Stun itself to make a second attack.

Kaiken

Movement 6, Attack 3, Defense 2, Koban 11. Affinity: Air. Allowance: 0-2.

Yajiri

Movement 5, Attack 1, Defense 1, Koban 7. Affinity: Air. Allowance: 2-4. Ranged 5: +2 Attack. In addition to Void and Earth, Air may be chosen as the result of the ranged attack.

Madoushi

Movement 6, Attack 3, Defense 2, Koban 16. Affinity: Air. Allowance: 0-2. Keyword Abilities: Air Mastery. Choose 1 ability:

  • Blessing of the Tengu: The madoushi may use its action to make an affinity test. If the test is successful, friendly models in the madoushi's influence zone get +1 Attack until the end of the round.
  • Wind Walk: Instead of moving normally, the madoushi and any friendly model within the madoushi's influence zone may each move five spaces, ignoring other models, influence zones, and terrain. Models must end this movement in the madoushi's influence zone. At the end of the madoushi's turn, the madoushi is Stunned.

Kunoichi

Movement 8, Attack 2, Defense 1, Koban 9. Affinity: Air. Allowance: 0-2. Keyword Abilities: Nimble.

Oni

Movement 6, Attack 4, Defense 3, Koban 19. Affinity: Air. Allowance: 0-2. Keyword Abilities: Resilient, Tanchyo's Wings.

Karura (Hero)

Movement 8, Attack 2, Defense 2, Koban 14. Affinity: Air. Keyword Abilities: Hero, Resilient.

  • Movement Rig: While moving, Karura ignores models, influence zones, and terrain.

Zenyo Ryu (Hero)

Movement 6, Attack 4, Defense 2, Koban 21. Affinity: Air. Keyword Abilities: Accurate, Hero, Long Shot, Ranged Master. Ranged 7.

  • Air Dragon's Breath: Instead of attacking normally, Zenyo Ryu may make three Ranged 5 attacks. At the end of Zenyo Ryu's activation, she is Stunned.

Clan Ijin

Affinity: Void (all models)

Chunin

Movement 5, Attack 4, Defense 3, Koban 20. Affinity: Void. Allowance: 1. Keyword Abilities: Close Combat Master, Void Mastery. Choose 1 ability:

  • Soul Capture: Whenever the chunin Injures a model, the chunin gets a Haste token.
  • Tyrant: Friendly models within four spaces of the chunin get +1 Attack when they make an attack. If a friendly model within the area of this ability attacks an enemy model and doesn't Injure it, the attacking model is Stunned.

Kaiken

Movement 5, Attack 3, Defense 3, Koban 12. Affinity: Void. Allowance: 1-3.

Yajiri

Movement 5, Attack 1, Defense 2, Koban 7. Affinity: Void. Allowance: 0-2. Ranged 6: +2 Attack.

Madoushi

Movement 5, Attack 3, Defense 3, Koban 15. Affinity: Void. Allowance: 0-2. Keyword Abilities: Void Mastery. Choose 1 ability:

  • Blood Frenzy: When the madoushi activates, it makes an affinity test. If the test is successful, Haste a friendly model within four spaces.
  • Skull Hex: The madoushi may use its action to make an affinity test. If the test is successful, choose an enemy model within six spaces, the chosen model and any enemy model in its influence zone get -1 Defense, to a minimum of 1, until the end of the round.

Kunoichi

Movement 7, Attack 2, Defense 1, Koban 9. Affinity: Void. Allowance: 1-3. Keyword Abilities: Backstab, Nimble.

Oni

Movement 4, Attack 5, Defense 2, Koban 18. Affinity: Void. Allowance: 0-2. Keyword Abilities: Ijin's Horns, Resilient.

Yobuko (Hero)

Movement 5, Attack 5, Defense 4, Koban 25. Affinity: Void. Keyword Abilities: Close Combat Master, Dirty Fighter, Emptiness, Hero, Nimble, Resilient.

  • Supreme Master of the Fist: If an enemy model on the board has an Attack or Defense attribute equal to or greater than Yobuko's Attack attribute, that model is his rival, and he must move toward and attack the model during each of his activations. Toward means closer, but moving in a straight line is not required. While Yobuko must attempt to get closer to his rival, he does not have to move into or through enemy influence zones if his player does not wish him to do so. Yobuko gets +1 Attack when attacking his rival. If there are multiple models that are Yobuko's rivals, Yobuko's player may decide which one Yobuko moves toward and attempts to attack during each activation. If Yobuko cannot attack a rival after moving, then he may take whatever action his player wishes.

Bomechan (Hero)

Movement 7, Attack 3, Defense 2, Koban 22. Affinity: Void. Keyword Abilities: Backstab, Hero, Ijin's Horns, Nimble, Resilient.

  • Whirlwind: Bomechan may use her action to attack every enemy model in her influence zone. Resolve the attack against each model completely before attacking the next model. If Bomechan chooses Void, then the target is Stunned instead of Injured. If Bomechan is Injured or gets Stunned, then she stops attacking and does not continue to a new target.

Ronin

Ronin are mercenaries that may be recruited by any clan. Koban cost is listed as recruit cost / upkeep fee (the number after the slash is the fee paid after each game; see the Ronin keyword). All Ronin are Heroes (see Unique keywords). The Ronin keyword is listed in each entry. Ronin background fiction is omitted.

Benkei

Movement 3, Attack 3, Defense 4, Koban 16/5. Affinity: Earth. Keyword Abilities: Dauntless, Earth Mastery, Resilient, Ronin.

  • Immovable: If Benkei has not activated during the round, he gets +2 Defense.

Blind Swordsman

Movement 5, Attack 3, Defense 2, Koban 16/5. Affinity: Air, Spirit. Keyword Abilities: Close Combat Master, Fortune, Gale of Blows, Resilient, Ronin.

  • Uncanny Awareness: For all purposes, the Blind Swordsman treats models that are in Stealth as though they were not in Stealth.

Dark Kitsune

Movement 7, Attack 2, Defense 2, Koban 15/5. Affinity: Spirit, Void. Keyword Abilities: Blink, Nimble, Resilient, Ronin, Sicken.

  • Deadly Poison: Ranged 6. If a Spirit is rolled by Dark Kitsune, the target is Poisoned, regardless of the result chosen.

Howl & Yip

Movement 5, Attack 3, Defense 4, Koban 23/5. Affinity: Earth, Fire. Keyword Abilities: Close Combat Master, Precision Strike, Resilient, Ronin, Tough.

  • Master Swordsman: Models attacking Howl and Yip cannot get assists or back strike bonuses.

Inu Clan Kaiken

Movement 6, Attack 2, Defense 3, Koban 13/3. Affinity: Earth. Keyword Abilities: Dauntless, Leap, Resilient, Ronin.

  • Best Friends: Choose a model on your team before the game begins. Whenever Inu Clan Kaiken gives or gets an assist bonus due to the chosen model, the assist bonus is +2 instead of +1.

Jorogumo

Movement 5, Attack 2, Defense 2, Koban 16/5. Affinity: Water, Void. Keyword Abilities: Emptiness, Entangle, Resilient, Ronin, Water Mastery.

  • Spider Legs: The Jorogumo only pays one movement point to move onto elevated terrain.
  • Binding Bride: When an enemy model enters the Jorogumo's influence zone, the model must immediately stop moving. The model may not move until its next activation.

Kappa

Movement 4, Attack 2, Defense 4, Koban 20/5. Affinity: Earth, Void, Water. Keyword Abilities: Backstab, Entangle, Resilient, Ronin, Sneaky.

  • From the Deep: If Kappa attacks when in Stealth, it gets +2 Attack.

Komuso

Movement 5, Attack 1, Defense 2, Koban 13/5. Affinity: Spirit, Earth. Keyword Abilities: Healing, Resilient, Ronin, Tough.

  • Resolute Melody: Friendly models within the Komuso's influence zone get +1 Defense.
  • Elixir of Courage: If the Komuso successfully makes an affinity test for Tough, it may give the Protection token to another model within four spaces.

Miyamoto Musashi

Movement 5, Attack 4, Defense 3, Koban 20/6. Affinity: Fire. Keyword Abilities: Close Combat Master, Precision Strike, Resilient, Ronin.

  • Indomitable: The first time that Miyamoto Musashi is Injured in a round, he is Stunned instead.

Mochizuki

Movement 6, Attack 2, Defense 2, Koban 18/6. Affinity: Air, Fire, Water. Keyword Abilities: Long Shot, Ranged Master, Resilient, Ronin. Range 5: +2 Attack.

  • Firearm Flurry: If Mochizuki is not Stunned, instead of attacking normally, she may make four ranged attacks. At the end of Mochizuki's activation, she is Stunned and rolls no defense dice for the remainder of the round.

Momotaro

Movement 5, Attack 5, Defense 4, Koban 21/6. Affinity: Earth, Fire. Keyword Abilities: Focus, Resilient, Ronin.

  • Spirit Hunter: When attacking or defending against a model with Spirit or Void affinity, Momotaro gets +1 Attack if attacking or +1 Defense if defending.

Moon Princess

Movement 7, Attack 2, Defense 2, Koban 18/6. Affinity: all six elements. Keyword Abilities: Emptiness, Engulf, Fortune, Guard, Redirection, Resilient*, Ronin, Sprint.

  • Zenith: At the beginning of any round that the phase of the moon is a Spirit Moon, the Moon Princess gets a Moon Power token. The Moon Princess may give the Moon Power token to any model in her influence zone instead of taking it for herself.

*While the Moon Princess has Affinity with all elements, Resilient checks only succeed when Spirit, Air, or Earth are rolled.

Ondori Clan Kaiken

Movement 6, Attack 3, Defense 2, Koban 14/3. Affinity: Air. Keyword Abilities: Resilient, Ronin, Sprint.

  • Ondori's Beak: If Ondori Clan Kaiken has not been activated this round and an enemy model moves into its influence zone, it may immediately attack the moving model. Once the combat is resolved, the moving model may continue their activation.

Onibaba

Movement 5, Attack 2, Defense 2, Koban 14/5. Affinity: Void. Keyword Abilities: Void Mastery, Resilient, Ronin.

  • Dark Curse: At the beginning of each round, Onibaba may give up to two Cursed tokens, split up in any manner, to any models within six spaces of Onibaba. No LoS is required.

Shojo

Movement 6, Attack 2, Defense 2, Koban 16/6. Affinity: Water, Earth. Keyword Abilities: Close Combat Master, Nimble, Redirection, Resilient, Ronin.

  • Yopparai: At the beginning of each round, choose Attack or Defense. Shojo gets +2 to the chosen attribute until the end of the round.
  • Shrewd Negotiator: If Shojo is in the Healing House at the end of a game, her team makes two additional Koban.

Sun Empire Wandering Samurai

Movement 4, Attack 4, Defense 4, Koban 22/6. Affinity: Earth, Fire. Keyword Abilities: Close Combat Master, Focus, Resilient, Ronin, Sensei.

  • Honor: The Sun Empire Wandering Samurai cannot attack a model while in its back influence zone.

Tengu

Movement 8, Attack 2, Defense 2, Koban 14/5. Affinity: Air, Fire. Keyword Abilities: Combined Attack, Ronin, Tanchyo's Wings.

  • Wind Gust: For the first round of the game, every model on the Tengu's team gets +2 Movement.

Yagyu Jubei

Movement 5, Attack 5, Defense 4, Koban 24/6. Affinity: Air, Earth. Keyword Abilities: Close Combat Master, Earth Mastery, Resilient, Ronin, Sensei.

  • Banzai: When Yagyu Jubei attacks, he may move one space before attacking, ignoring influence zones.

Leagues

Ninja Master

While "one off" games of Ninja All-Stars are exciting and very enjoyable. Building a team and playing it through a series of games, during which ninja gain experience, change, and grow as a team is one of the best ways to play Ninja All-Stars.

In a league, players must triumph tactically in each game, as well as build a team that can succeed in ongoing, consecutive games. With the right decisions, players can build their team of ninjas into a powerhouse rightly feared throughout Kagejima. Running a league requires extra work, but the glory of leading a team of ninjas through all of the Moon Princess's challenges to glory is worth it!

One of the players in the league must be chosen as the ninja master. Ideally, this should be the most experienced or organized player in the group. The master has the responsibility of making sure that the league runs smoothly and organizing any tournaments or playoffs that will occur during the league.

The ninja master has total control of the league. They may change or modify any of the rules of Ninja All-Stars as they see fit. However, we recommend that a master clearly outline what rule changes there are before a league starts, and keep later rule changes to a minimum as it tends to upset players' plans when the rules are changed on them mid-league. That being said, the master is the final arbiter of decisions that have to do with the league.

The master may also keep track of how well each team is doing, and can even write a league newsletter featuring challenge reports, league tables, facts, stats, and anything else they can think of to enhance the experience. While the master may also have a team of their own participating in the league, they should not take advantage of their position to give their team an unfair advantage.

Starting A League

A league is made up of a group of players, each with their own team. Players play games against each other during the league. Once the participants have been determined, a ninja master must be chosen. Then each player must build a team to use in the league, using the Building A Team rules on page 20. Leagues can be as varied as its participants' imaginations. However, there are many things to determine when starting any league.

  • How long will the league run? Leagues can be open-ended, or run for a predetermined length of time.
  • How many games will be played? Some leagues allow an infinite number of games and rely on team rating to keep the matchups fair. Other leagues have a fixed number of games that may be played each week.
  • How are matchups determined? A league can establish a fixed schedule of opponents at the beginning of the league, random weekly matchups, or just let opponents arrange their own games according to their individual schedules.
  • How is the winner determined? Leagues can determine a winner through a variety of means: points earned per win, swiss style bracket, or a season that seeds teams for a playoff system and eventual championship game.

Game Records

On the back of the team scroll is an area for keeping notes about games that the team plays during the league, keeping a record of opponents played, points scored, koban earned, or notable information, such as which ninja earned the All-Star award. Other brief notes on memorable plays or events can also be immortalized on the team's scroll.

Downtime

The challenges of the Moon Princess are a dangerous test and not a game. Ninjas are often injured or incapacitated. Luckily, mental tenacity, amazing physical condition, and mystic healing arts allow most ninja to continue participating despite injuries that would be fatal for those less capable. Even with all these advantages, there is some chance that ninja that were Injured in a game may suffer some ill effects that carry over into later games in a league. For each model that was in the Healing House at the end of a game, roll one die and consult the downtime table to see if anything happens to them:

Die resultEffect
SpiritAnother model that ended the game in the Healing House does not need to roll on this table, and may play as normal in the following game.
VoidCannot play in the next two games.
EarthNo effect.
AirStarts the next game in the Healing House.
WaterGets 1 XP.
FireCannot play in the next game.

Experience

Models are able to earn experience points (XP) in league games. The amount of XP a model has represents their expertise and the hard learned lessons that allow them to change and grow as a model. When a model accumulates enough XP, they get to roll on the Advancement Table to potentially upgrade their Attack, Defense, or gain new Keywords.

Earning XP

Each challenge outlines XP Awards that can be earned during the challenge. Additionally, models earn XP for accomplishing the following feats:

  • Injuries: Each time a model, whether attacking or defending, Injures an enemy model, it gets 1 XP.
  • Stunning a Chunin: Each time a non-chunin Stuns a chunin, whether attacking or defending, it gets 1 XP.
  • Reveal: Each time a model successfully searches and causes a model in Stealth to lose Stealth, it gets 1 XP.
  • Ninja All-Star: At the end of the game, each player selects one friendly model as the game's Ninja All-Star (NAS). Players cannot select a model that was never on the board during the game. The Ninja All-Star gets 3 XP.

When a model gets experience during a match, mark off a box on the XP tracker for the model on the team scroll. At the end of the game, erase the XP tracker marks and update the model's total XP.

Advancement Rolls

As models earn XP, they gain experience levels and make advancement rolls. All models start with their basic profile and no XP. Once a model earns 8 XP, it becomes "Experienced" and gets to make its first roll on the advancement table. As the model earns more XP, it will continue to gain experience levels as outlined by this chart:

XPLevel
0-7 XPNew Recruit
8-21 XPExperienced
22-42 XPVeteran
43-70 XPShinobi
71-105 XPClan Champion
106-245 XPInfamous
246+ XPLegendary

Whenever a model makes it to a new experience level, it makes an advancement roll. Roll two dice and choose one result from the advancement table below. Roll 2 dice and choose the result.

DieAdvancementDoubles
SpiritNew Keyword+1 Defense
WaterNew Keyword+1 Defense
EarthNew KeywordGain an additional Affinity
AirNew Keyword+1 Movement
FireNew Keyword+1 Attack
VoidNew Keyword+1 Attack

New Keywords

When a model gets a new Keyword from an advancement roll, the player may choose any Keyword from the General category or a category that the model has as an Affinity.

Rolling Doubles

When doubles are rolled, the model has the option to either increase one of a model's attributes, add a new Affinity, or the model may choose a Keyword from any category, except unique, regardless of its Affinity.

Remember to record the results of the model's advancement roll on the team scroll!

Revenue

After each game in a league, each team earns a certain amount of koban. This represents prizes given by the Moon Princess and monies earned by the team and clan to keep the team competing at the highest level possible in the challenges. The team's treasury can be used to recruit new models from their clan or Ronin mercenaries. Additionally, some models must be paid each game to stay with the team for the next game. Teams earn a number of koban as outlined by the following table:

ResultKoban
Team won the gameEarns 10 koban
Team lost the gameEarns 6 koban

Team Rating

Team rating is a value used to track the power and effectiveness of a ninja team. This is tracked so that, when teams of varying power levels meet to play a game, the underdog will get some help to allow them to have a fighting chance against their more advanced foes. While this may seem contrary to the vicious nature of the challenges of the Moon Princess, it represents the underdog ninjas digging deep to try and compete on a new level, and the fact that the Moon Princess doesn't like any challenge to be easy for any team.

To figure a team's rating, take the total amount of koban that the players on the team are worth and divide it by 10 rounding down. Then add +1 for each advancement that ninja on the team have earned. Then add +1 for each Hero or Ronin on the team. The total is the team's rating. Most starting teams will have a rating between 10 and 12.

At the beginning of a league game, compare the team ratings of the two teams being used. If one team has a rating that is higher than the enemy team's rating, then the lower rated team gets bonuses to help level the playing field. In a multi-player game, each team's rating is compared to the highest rated team's rating to determine which benefits the lower rated teams gets during and after the game.

  • Reroll Tokens: For every point of difference in the rating of the two teams, the lower ranked team receives a reroll token. Reroll tokens may be spent at any point during the game to reroll any roll of the player's choice, friendly or enemy. All dice must be rerolled.
  • Moon Power Tokens: For every 10 points that the higher rated team is above the lower rated team, the lower rated team gets a single Moon Power token. At the beginning of a model's activation, the player may give the model the Moon Power token, which the model may spend as normal.
  • Bonus XP: For every 5 points that the higher rated team is above the lower rated team, the lower rated team may award one additional All-Star Award at the end of the game.
  • Bonus Koban: The lower rated team gets a bonus to their revenue at the end of the game that is equal to the difference in the two teams ratings, up to a maximum of six Koban.

Challenges

Each contest that the Moon Princess holds to determine the strength of the clans is called a challenge. Over time, the Moon Court has held many different and difficult challenges pitting teams from the clans against each other. While the Moon Princess's challenges can seem capricious and cruel, it is imperative that the best shinobi are found to protect Kagejima.

Challenge Rules

Each challenge is won in a different way and has its own unique rules.

  • Ninjas Allowed: This is the maximum number of models from each team that may be on the game board at one time. Any models on the team in excess of this number must be kept in the Training Ground, in reserve.
  • Setup: All special components, if any, that must be setup for the challenge are listed here. Note that lanterns and shrines are placed in all challenges, as detailed in Setup, page 9.
  • Special Rules: Each challenge has special rules that dictate how the challenge is played.
  • Challenge Length: The challenge is played for the specified number of rounds, or until one player satisfies the conditions to win the challenge as specified in the Special Rules, or cedes the game.
  • Additional XP Awarded: This is how models can earn experience (XP) during league play. If the challenge is not being played as part of a league, XP may be ignored. These XP are awarded in addition to any of the standard ways to earn XP.

Sentries

When sentries are used in a challenge, players must first determine which type of sentry they will use. Only one type of sentry may be used in a challenge, unless it specifies otherwise. Ninja All-Stars includes six Samurai Sentries.

Sentries are deployed during Step 4 of Setup, immediately after lanterns and shrines are deployed.

Starting with the player with initiative, players take turns deploying one sentry at a time. A sentry may only be deployed within two spaces of the object it is guarding, which is outlined in the special rules of the challenge. The full number of sentries shown in their profile must be deployed in any challenge that uses them. Once all of the sentries are deployed, then Setup continues as normal.

After each player has had a turn during a round, the players make an opposed affinity test. The winner of the test chooses one sentry and activates it. If the test is tied, then the player with the initiative activates a sentry.

When a sentry is activated, check to see if it has LoS to any non-sentry model within five spaces of itself. If it does, then it must move toward and attempt to get adjacent to the closest non-sentry model that it has LoS to, and then attack that model with its action. If multiple non-sentry models are in LoS and equidistant, then the activating player decides which model the sentry attempts to get adjacent to and attack.

If the sentry does not have LoS to any non-sentry model, then the player that activated the sentry may move it up to three spaces and search with its activation.

Sentries will assist each other when attacking and defending, if possible.

During a sentry's activation, the player who activated it will roll dice and make all decisions for the sentry. When a sentry is being attacked, the player to the left of the attacking player rolls for and makes all decisions for the sentry.

If all of the players' models have activated and sentries remain that have not yet activated, then all of the unactivated sentries will activate one after the other before the end of the round.

If a sentry is Injured, place it in any player's Healing House with two Delay tokens. At the end of a round, if there are any sentries in a Training Ground, they are deployed as outlined above before any other models are deployed.

Samurai Sentries have the following attributes: Movement 5, Attack 3, Defense 3.

*Samurai Sentries may use any Affinity of a model on the team of the player that activated or is controlling the sentry.

Medals

To pick up and carry a medal, a model in an adjacent space must spend one movement point. Place the medal token beside that model. Picking up a medal is Stealthy.

The medal moves with the model, and the model may move and fight normally. If a model carrying a medal is Injured, place the medal in the space the Injured model occupied.

Spaces with medal tokens may not be moved into or occupied.

Goal Spaces

Goal spaces represent a location that is important to the challenge in some way. How models interact with a goal space will be detailed in the challenge in which goal spaces are used.

Spaces with goal space tokens may not be moved into or occupied.

Playing With 3 - 4 Players

Challenges are played as normal. Play starts with the player who has initiative and proceeds clockwise around the table for setup, deployment, activations, etc.

It is not recommended to play "Intercept the Messenger" in a 3 - 4 player game unless the players can determine a split between attackers and defenders that they can all agree on. The easiest way to do this to have players form two teams.

Random Challenge Generator

Determine who is Player 1 and who is Player 2. Roll a single die to determine column, followed by a second die to determine challenge. On a first roll of Void, Fire or Air use Column 1; on Earth, Water or Spirit use Column 2.

Second dieColumn 1Column 2
VoidPlayer 1 chooses challengePlayer 1 chooses challenge
FireAssassinationInfiltration
AirIntercept the MessengerBrawl
EarthChampionSearch
WaterKing of the HillCapture the Medal
SpiritPlayer 2 chooses challengePlayer 2 chooses challenge

(In the printed table the first roll is shown as three icons for Column 1 - Void, Fire, Air - and three for Column 2 - Earth, Water, Spirit; "Roll again in Column 1/2" is printed beside them.)

Assassination

In Assassination, each team tries to Injure the enemy VIP to score points. Once a VIP is Injured, a new VIP is chosen and the challenge continues.

  • Ninjas Allowed: 6
  • Special Rules: After setup, starting with the player with initiative, and moving clockwise around the table, each player selects one model from the player's team to their left as that team's VIP. When a VIP is Injured, or otherwise removed from the board, a new VIP is immediately chosen for the team by the same player that chose that team's VIP at the beginning of the game. Whenever a VIP is Injured, the enemy team that Injured it scores three points. Whenever a VIP is Stunned, the enemy team that Stunned it scores one point. The team with the most points at the end of the challenge wins.
  • Challenge Length: 7 Rounds
  • Additional XP Awarded: Each time a model Injures an enemy VIP, that model gets 2 XP.

Intercept The Messenger

One team is the attacker and the other team the defender. The defender scores points by getting their messenger off the enemy side of the board edge. The attacker scores points by Injuring messengers.

  • Ninjas Allowed: 7
  • Setup: All small-base models start the game in Stealth.
  • Special Rules: The player with initiative at the start of the game is the attacker, their opponent is the defender. After setup, the defender chooses one friendly model to be the messenger. If the messenger leaves the board for any reason, the defender chooses another friendly model to be the messenger. Only models that are in one of the defender's deployment zone spaces can be chosen as the messenger. If there are no models that can be chosen, the next model of the defender's that enters one of the deployment zone spaces becomes the new messenger. When the defender moves the messenger off the board from one of the attacker's deployment zone spaces, they score two points and the messenger is put into the defender's Training Ground. When the attacker Injures the messenger, they score one point. The team with the most points at the end of the challenge wins.
  • Challenge Length: 9 rounds
  • Additional XP Awarded: Whenever a model Injures the messenger, it gets 2 XP. Whenever a messenger gets off the attacker's board edge, it gets 2 XP.

Champion

In Champion, each team chooses a champion. A team's champion is the only model that can score points.

  • Ninjas Allowed: 7
  • Special Rules: After setup, starting with the player with initiative and moving clockwise around the table, each player selects one non-chunin model on their team as their Champion. When a Champion is Injured, or otherwise removed from the board, a new Champion is immediately chosen by the team's player. Whenever a Champion Injures an enemy model, the Champion's team scores three points. Whenever a Champion Stuns an enemy model, the Champion's team scores one point. The team with the most points at the end of the challenge wins.
  • Challenge Length: 8 rounds
  • Additional XP Awarded: Whenever a model is chosen as a Champion, it gets 2 XP.

King Of The Hill

In King of the Hill, both teams attempt to dominate the center of the board to score points.

  • Ninjas Allowed: 6
  • Setup: All small-base models start the game in Stealth.
  • Special Rules: A team scores one point by having more models in the scoring area at the center of the board at the end of each round. The four spaces that form a square at the very center of the board and the twelve spaces adjacent to them are the scoring area. At the end of a round, if a team has more models in the scoring area than the enemy team, it scores one point. The team with the most points at the end of the challenge wins.
  • Challenge Length: 8 Rounds.
  • Additional XP Awarded: Whenever a team scores a point, its player may choose one model that is in the scoring area at the center of the board to get 2 XP.

Infiltration

In Infiltration, each team attempts to steal the medals out from under the noses of the sentries.

  • Ninjas Allowed: 6
  • Setup: In Step 4 of Setup, before lanterns and shrines are placed, place one goal space token and one medal token 6 spaces in from the left side and 8 spaces up from the edge of the board for the player with the initiative. Then place another goal space token and medal token 15 spaces in from the left side and 13 spaces up from the edge of the board for the player with the initiative. Infiltration uses sentries. Deploy the sentries guarding the medals. All models start the game in Stealth.
  • Special Rules: When a model picks up a medal, it scores one point. When a model carrying a medal moves into one of its team's deployment spaces, the medal is immediately returned to its goal space and the model's team scores two points. If a sentry moves adjacent to a medal that isn't currently being carried, then the medal is retrieved and is returned to its goal space. Retrieving a medal does not use a sentry's action. A sentry must attempt to retrieve a medal if it has LoS to the medal and the medal is closer to the the sentry than a non-sentry model. If a sentry retrieves a medal, it may continue moving and use its action to attack a model as normal. The team with the most points at the end of the challenge wins.
  • Challenge Length: 8 rounds
  • Additional XP Awarded: When a model picks up a medal, it gets 1 XP. When a model takes a medal to one of its team's deployment spaces, it gets 3 XP.

Brawl

Brawl is a test of strength to determine which team of ninjas are the mightiest warriors. The teams battle each other with no goal other than Injuring their opponents.

  • Ninjas Allowed: 7
  • Special Rules: A team scores one point whenever one of its models Injures an enemy model. When a non-chunin Injures a chunin, then two points are scored instead of one. The team with the most points at the end of the challenge, wins. If one team scores nine points, it wins immediately and the challenge is over.
  • Challenge Length: 6 Rounds.
  • Additional XP Awarded: Each time a model Injures an enemy model, it gets 1 XP. When a chunin injures a non-chunin, it does not receive this additional XP.

Search

In Search, each team searches crates for valuables to score points while avoiding the sentries.

  • Ninjas Allowed: 7
  • Setup: In Step 4 of Setup, immediately before lanterns and shrines are deployed, flip all crate tokens so that the elemental icon side is face down, then mix them thoroughly. Starting with the player with initiative, and moving clockwise around the table, players take turns placing crates, elemental side down, until six crates have been placed. Crates cannot be placed on a space of obscuring terrain, or within two spaces of a board edge or another crate. Search uses sentries. Deploy the sentries guarding the crates. All models start the game in Stealth.
  • Special Rules: A model may spend its action to check a crate in its influence zone. To check a crate, turn it face up and roll one die. If the roll matches the elemental symbol of the crate, then the model has found an objective and the crate is removed. When a model turns a crate face up, its team scores one point. If the crate is an objective, its team scores an additional three points. The team with the most points at the end of the challenge wins.
  • Challenge Length: 9 rounds
  • Additional XP Awarded: When a model checks a crate, it gets 1 XP. When a model finds an objective, it gets 2 XP.

Capture The Medal

In Capture the Medal, each team must steal the enemy team's medal and return it to their Goal Space to score points, while defending their own medal at the same time.

  • Ninjas Allowed: 7
  • Setup: In Step 4 of Setup, immediately before lanterns and shrines are deployed, all players place a goal space token and a medal token on the space that is ten spaces from their left side of the board and four spaces in from their board edge. This is done before any lanterns or shrines are put out. All small-base models start the game in Stealth.
  • Special Rules: A team scores points by stealing the enemy team's medal and taking it to their own team's goal space. When a model picks up its own team's medal, it is immediately returned to the team's goal space. When a model picks up an enemy team's medal, the model's team scores one point. Once in a space adjacent to its own team's goal space, a model carrying an enemy team's medal may spend one movement point to capture the medal and score four points. Once the points are scored, the medal is returned to the enemy team's goal space. The team with the most points at the end of the challenge wins.
  • Challenge Length: 9 Rounds
  • Additional XP Awarded: When a model picks up a medal, it gets 1 XP. When a model returns its own team medal to the team's goal space, the model gets 1 XP. When a model captures an enemy's medal, it gets 3 XP.

Appendix

Status Effects

  • Curse: When a Cursed model makes a roll, an enemy player may remove the token to force the model to reroll all of the dice.
  • Delay: Only models in the Healing House can be Delayed. A Delayed model cannot be moved to the Training Ground. At the beginning of a new round, remove one Delay token from each model that has one.
  • Haste: A model with Haste may remove one Haste token at the beginning of its activation in order to either move a second time or take a second action at any time during its activation.
  • Lucky: When a Lucky model makes a roll, it may remove a Lucky token to reroll all of its dice.
  • Moon Power: A Moon Powered model cannot be Stunned and cannot be Injured. When a model becomes Moon Powered, remove any Stun tokens it has. In addition, the model ignores models and influence zones when moving. At the end of the model's activation, remove one Moon Power token.
  • Poison: When a model is Poisoned, roll a die at the end of its activation. If the result is Water, the model is Stunned. If the result is Spirit, the model is Injured. After the roll is made, remove one Poison token. Stuns and Injuries caused by Poison do not earn XP or score points.
  • Protect: When a Protected model is Injured, it may remove one Protect token to be Stunned instead. When the model is Stunned, it may remove one Protect token to ignore the result completely.
  • Slow: At the beginning of a Slowed model's activation, remove one Slow token. During that activation, the model may only move half of its movement, rounded up.
  • Stun: A Stunned model cannot assist. When a model gets three Stun tokens, it is immediately Injured. At the beginning of a model's activation, remove all Stun tokens on it. During that activation, the model may either move or take an action, it may not do both.

Keyword Abilities

The rules for Keyword Abilities are detailed on page 17.

General

  • Close Combat Master: A model with Close Combat Master may reroll one of its dice when making a combat roll.
  • Expert Climber: A model with Expert Climber only spends two movement to move onto elevated terrain instead of three.
  • Focus: A model with Focus may give up moving to roll an additional die when it attacks in the same turn.
  • Leap: While moving, once per turn, a model with Leap may move onto elevated terrain by spending only one movement point.
  • Nimble: When a model with Nimble dodges, it may reroll any of its dice.
  • Ranged Master: A model with Ranged Master may reroll one of its dice when taking a ranged attack action.
  • Sensei: Once per round, one die rolled by any model on the same team as the model with Sensei may be rerolled.
  • Sneaky: A model with Sneaky begins the game in Stealth, regardless of the challenge's special rules. A model with Sneaky may go into Stealth by spending either all of its movement or its action.
  • Surefoot: A model with Surefoot only spends one movement point to move onto a rough terrain space and may move through foliage and remain in Stealth.
  • Vigilance: If an enemy model in Stealth moves into the influence zone of a model with Vigilance, the moving model immediately loses Stealth.
  • Wind in the Forest: A model with Wind in the Forest may stop during its movement to take an attack action. If the target of the attack is Stunned or Injured, the model may continue its movement as normal. After using this ability, the model cannot take an action.

Air

  • Accurate: When a model with Accurate makes a ranged attack, it gets +1 Attack.
  • Air Mastery: Once per round, after a model with Air Mastery makes a roll, it may re-roll any dice that did not result in Air.
  • Gale of Blows: After a model with Gale of Blows attacks, it can make a second attack at -2 Attack. It may continue to make attacks at an additional -2 Attack per attack, until its Attack attribute reaches 0.
  • Long Shot: A model with Long Shot can spend its entire movement to increase the range of any ranged attacks it makes during that activation by +2.
  • Sprint: When a model with Sprint runs, it may move an additional +2 spaces, i.e. double movement +2 spaces.
  • Tanchyo's Wings: A model with Tanchyo's Wings can move through spaces that are occupied by other models. If it attempts to move across an enemy model's space, it must attempt to dodge. If the model fails to dodge, it is placed in an empty space in the enemy model's influence zone that is chosen by the enemy model's player, and gets Stunned. A model with Tanchyo's Wings cannot end its movement in a space occupied by another model.

Earth

  • Dauntless: When a model with Dauntless defends, if its Defense is lower than the attacker's Attack after any bonuses, the defender rolls the same number of dice as the attacker.
  • Earth Mastery: Once per round, after a model with Earth Mastery makes a roll, it may reroll any dice that did not result in Earth.
  • Guard: When a model with Guard assists a friendly model that is defending, the defending model gets +2 Defense instead of +1.
  • Regeneration: When a model with Regeneration is in the Healing House, at the end of the round it makes an affinity test before models are moved into the Training Ground. If the test is successful, it is moved into the Training Ground in addition to any other models.
  • Tough: At the beginning of its activation, a model with Tough may make an affinity test. If the test is successful, it gets a Protect token.
  • Yamazaru's Tail: Attacks made against a model with Yamazaru's Tail do not get back strike bonuses.

Fire

  • Combined Attack: When a model with Combined Attack assists a friendly model that is attacking, the attacker gets +2 Attack instead of +1.
  • Engulf: When a model with Engulf attacks, if there is a Fire element in the dice pool that was not chosen as the combat result, the defender is Poisoned.
  • Fire Mastery: Once per round, after a model with Fire Mastery makes a roll, it may reroll any dice that did not result in Fire.
  • Frenzy: A model with Frenzy must attack an enemy model if it is able. Whenever a model with Frenzy attacks, it must attack twice against the same target. After attacking, the model's Defense attribute is halved, rounded down, for the rest of the round.
  • Precision Strike: When a model with Precision Strike chooses Fire as the combat result, only enemy models within the attacker's influence zone get Stunned.
  • Tora's Claws: A model with Tora's Claws gets +1 Attack when attacking models with a Stun token.

Spirit

  • Blink: Before a model with Blink moves, it may make an affinity test. If the test is successful, the model ignores all models, terrain, and influence zones when moving. The model must end its movement in a legal space. If the test fails, then the model halves its movement, rounding down.
  • Fortune: At the beginning of its activation, a model with Fortune may make an affinity test. If the test is successful, the model may get a Lucky token, or give a Lucky token to any friendly model within their influence zone.
  • Healing: A model with Healing may use its action to make an affinity test. If the test is successful, the model may remove all status effect tokens from one friendly model in its influence zone.
  • Kitsune's Bite: When a model with Kitsune's Bite attacks, if there is a Spirit element in the attacker's dice pool that was not chosen as the combat result, the defender is Cursed.
  • Sicken: A model with Sicken may use its action to make an affinity test. If the test is successful, every enemy model within its influence zone is Poisoned.
  • Spirit Mastery: Once per round, after a model with Spirit Mastery makes a roll, it may reroll any dice that did not result in Spirit.

Water

  • Drown: A model with Drown may use its action to make an affinity test. If the test is successful, any enemy model in its influence zone is Slowed.
  • Entangle: A model with Entangle has an influence zone that extends two spaces away from its base. The model can only attack and assist adjacent models. Their front and back influence zones are shown on the diagram in the original rulebook.
  • Ika's Tentacles: When an enemy model attempts to dodge out of a space in the influence zone of a model with Ika's Tentacles, the enemy model must roll one additional affinity element than it would normally need to dodge successfully.
  • Redirection: When a model with Redirection is targeted by a Ranged Attack, it may make an affinity test. If the test is successful, the model may pick any friendly or enemy model within range of the attacker as the new target of the attack.
  • Tidal Wave: Once per round, a model with Tidal Wave gets +1 Defense against a single attack.
  • Water Mastery: Once per round, after a model with Water Mastery makes a roll, it may reroll any dice that did not result in Water.

Void

  • Backstab: A model with Backstab gets +2 Attack, instead of +1, when making a back strike.
  • Blood Lust: At the beginning of its activation, a model with Blood Lust may make an affinity test. If the test is successful, it gets a Haste token. The Haste token may be used this activation or following activations as normal.
  • Dirty Fighter: When a model with Dirty Fighter attacks, after eliminations, the defender must have at least two more dice than the attacker in order to choose the result of the attack.
  • Emptiness: A model with Emptiness gets +1 Attack if the model they are attacking gets an assist bonus and it does not.
  • Ijin's Horns: If a model with Ijin's Horns moves three or more spaces before attacking, it gets +1 Attack.
  • Void Mastery: Once per round, after a model with Void Mastery makes a roll, it may reroll any dice that did not result in Void.

Unique

Unique keywords are a little different than the other keyword abilities in the game. There is no way to gain unique keywords by gaining XP and advances through league play.

  • Hero: Models with Hero cannot gain XP, cannot increase their attributes, and cannot get new Keywords during league play. Heroes are unique characters. Duplicates of the same Hero may not be recruited to the same team.
  • Resilient: When a model with Resilient is Injured or Stunned by an effect caused by an enemy, roll a die. If any of the model's affinities are rolled, then Injured is downgraded to Stunned, or Stunned is downgraded to nothing happening to the Resilient model.
  • Ronin: Models with Ronin follow all of the rules for models with Hero. Additionally, a team must pay Ronin a fee after each game, before rolls are made on the downtime table, in order for the Ronin to remain on the team. If a team cannot or does not want to pay a Ronin's upkeep, the Ronin leaves the team and is erased from the roster. A Ronin's upkeep must be paid after every game for it to stay on the team, even if the Ronin had to miss the game. This fee is the number of Koban listed after the slash on the model's cost.

Reference

Round Overview

Play Janken. The winner has the initiative for the round and activates the first model.

  1. Activation Phase: Take turns activating models one at a time. When a model is activated it can move and then take one of the following actions: Run, Attack, Ranged Attack, Search, Stealth, or use an ability that costs an action.
  2. Upkeep Phase: Player Upkeep, Advance Moon Tracker, Advance Round Tracker.

Combat Bonuses

  • +1 Attack or +1 Defense for each assist.
  • +1 Attack for a Back Strike.
  • +1 Attack for attacking from Stealth.
  • Madoushi
  • Kunoichi
  • Oni
  • Son Goku (Hero)
  • Mizaru (Hero)
  • Clan Kitsune
    • Chunin
    • Kaiken
    • Yajiri
    • Madoushi
    • Kunoichi
    • Oni
    • Tamamo no Mae (Hero)
    • Uzumaki (Hero)
  • Clan Ika
    • Chunin
    • Kaiken
    • Yajiri
    • Madoushi
    • Kunoichi
    • Oni
    • Mizuchi (Hero)
    • Akkorokamui (Hero)
  • Clan Tanchyo
    • Chunin
    • Kaiken
    • Yajiri
    • Madoushi
    • Kunoichi
    • Oni
    • Karura (Hero)
    • Zenyo Ryu (Hero)
  • Clan Ijin
    • Chunin
    • Kaiken
    • Yajiri
    • Madoushi
    • Kunoichi
    • Oni
    • Yobuko (Hero)
    • Bomechan (Hero)
  • Ronin
    • Benkei
    • Blind Swordsman
    • Dark Kitsune
    • Howl & Yip
    • Inu Clan Kaiken
    • Jorogumo
    • Kappa
    • Komuso
    • Miyamoto Musashi
    • Mochizuki
    • Momotaro
    • Moon Princess
    • Ondori Clan Kaiken
    • Onibaba
    • Shojo
    • Sun Empire Wandering Samurai
    • Tengu
    • Yagyu Jubei
  • Capture The Medal