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Ninja Arena

Ninja Arena Rulebook

Table of Contents

Table of Contents

  • Overview & Goal of the Game
  • Components
  • 2. Beginner's Rules
    • 2.1 Set-up of the Game
    • 2.2 Standard Weapons
    • 2.3 Course of the Game
    • 2.4 Actions & Directions
    • 2.5 Actions in Detail
    • 2.6 Movement Rules
    • 2.7 Status Effects
    • 2.8 Model Scenario
  • 3. Advanced Rules
    • 3.1 Changes in the Set-up
    • 3.2 Slow Actions
    • 3.3 Slow Actions in Detail
    • 3.4 Extended Status Effects & Movement Rules
    • 3.5 Special Weapons
      • Melee Weapons
      • Ranged Weapons
  • 4. Professional Rules
    • 4.1 Set-up of the Game
    • 4.2 Special Skills
    • 4.3 Outlook
    • 4.4 Variants
      • Team Variant
      • Sudden Death
      • Drunken Masters
      • Bonus Action: Sokoban
      • Bonus Action: Overpower
      • Head Hunters
      • Combination of Several Games
      • Alternative Set-up: Secret Special Skills
  • Overview of Actions

Overview & Goal of the Game

Two to four ninjas fight each other within a wooden arena, which is divided into 64 squares. Inside the arena there are different levels: the ground and obstacles in different heights on which you can jump, climb and fight. Each player controls up to 2 ninjas and directs them through the arena using planned moves. If a ninja loses his last life, he is immediately taken off the arena-board. As soon as there is only one ninja left on the board, the game is over. The remaining ninja is the winner!

The rules are presented in three layers. The Beginner's Rules cover all essential rules, such as set-up and course of the game, fast and normal actions, movement rules and status effects, and end with a small gameplay example. The Advanced Rules add slow actions and a unique special weapon for each ninja. The Professional Rules give experienced players a special skill for each ninja and the variants.

Components

  • Arena board: 16x obstacles (tops), 10x obstacles (middle parts)
  • 4 ninja tin figures: 2x Shadow-ninja, 2x Weaponmaster-ninja
  • 4 ninja cards
  • Jute sack
  • 8x blue action-dice
  • 8x red action-dice
  • 4x white action-dice
  • 5x natural-coloured application-dice
  • 6x special-skill cards: Shadow-ninja: jumping-attack, assassination, acrobatics; Weaponmaster-ninja: reflexes, berserker, arsenal
  • 8x ranged-weapon cards: 3x throwing-spears (2x on both sides); 1 each of smoke-bombs, short bow, darts, throwing net, caltrops; on the back of the cards: throwing stars
  • 6x melee-weapon cards: 1 each of cane, chain-sickle, nunchaku, sai-forks, sword-lance, hand-claw; on the back of the cards: sword
  • 4x wooden life-clips
  • 28x counters: 8x initiative-counter, 6x weapon-counter, 14x loot-counter

Components note: the component list names "smoke-bombs" and "sword-lance" and "sai-forks", while the weapon texts in sections 3.5 name the same cards "Dazzle Bombs", "Glaive" and "Sai". Both names are printed in the source and are kept as printed.

2. Beginner's Rules

2.1 Set-up of the Game

Set-up of the Arena: You can attach the obstacles to the board either by building one of the scenarios shown in the rulebook or according to a creation of your own. Then initiative-markers, corresponding to the number of players, are taken out of the supply (in numerical order, beginning with one). Make sure that every player can easily access the initiative-markers – e.g. they could be placed inside the arena.

The rulebook shows five settings, each as a diagram of obstacle levels (Level 0 to Level 3) with the start area marked: Setting 1: The Castle; Setting 2: The Temple Court; Setting 3: The Canyon; Setting 4: The Fortress; Scenario 5: The Reef. (The printed heading of the fifth setting reads "Szenario 5", a German word left over in the source; it is rendered here as "Scenario 5".) The diagrams themselves are not reproduced in this text.

Choosing the Ninja: Each player decides on one ninja and takes:

  • 1 tin figure
  • 1 ninja card
  • 1 wooden life-clip
  • 2 red action-dice
  • 2 blue action-dice
  • 1 weapon-card sword as a melee-weapon
  • 1 weapon-card throwing-stars as a ranged-weapon
  • 1 application-die

Preparing the Ninja: You must attach the life-clip to the space "ten life-points" on the left side of the ninja-card. The weapon-cards, for melee or ranged combat, are placed beside the ninja card. Turn the application-die with the six facing up and place it on the throwing-stars card.

Setting up the figures: Every player is given one side of the arena as his starting side (this should be according to the player's position at the table). Each player puts his tin figure into the starting area on his side of the arena. During the set-up the corners must remain empty. The first player's figure must face the opposing starting area. Clockwise, the other players follow his example.

The set-up of the beginner's game is shown in the rulebook with the initiative-counter, loot-counter and weapon-counter supplies.

2.2 Standard Weapons

To enable you to understand the game quickly, there are two standard weapons in Ninja Arena. During melee-fighting, every ninja carries a sword, and for ranged combat he has the throwing-stars. The symbols on the cards are explained in the legend below. It is better to ignore the reverse side of the standard-weapon-cards until you make use of the advanced rules.

Throwing Stars: Damage 2, Number of Applications 6, Range 6.

Sword: Damage 4, Number of Applications unlimited (∞), Range 1.

The weapon-card statistics are explained as follows:

StatMeaning
DamageIf a target is hit, it receives the given amount of damage.
Number of the ApplicationsWhen the game begins, the applications-die is placed on each weapon with a limited number of applications. The die shows as many points. Every time the weapon is used, it loses 1 point (the die is turned). When the value is down to zero, return the weapon-card back to the supply.
RangeThe greatest distance at which a target can be hit.
Unlimited (∞)Weapons with ∞ do not receive a die for applications. Weapons with ∞ hit their target at any distance.

2.3 Course of the Game

Each round of the game consists of two phases, one planning-phase and one combat-phase.

Planning Phase: Using his red and blue action-dice, each player chooses 3 actions, which his ninja is going to perform in the subsequent combat-phase. The choosing of these actions is done secretly – the other players must not see these dice. Every planned action is represented by a certain side of one action-die. Each player lays three (out of the four) action-dice in front of him, from left to right in the order in which the actions are to be performed; that means the die on the left shows the first, the middle one shows the second and the one on the right shows the last action planned for this round. These chosen actions are displayed on the tops of the dice. There are several actions that need a certain orientation. Consequently the player must turn this die so that it shows the desired direction of the action.

A player can finish his planning-phase by taking an initiative-counter from the middle of the table. When all players have taken an initiative-marker, the planning-phase ends and the action-dice are uncovered.

Combat Phase: The combat-phase consists of three consecutive action-rounds. First the corresponding action is performed for each player's action-die on the left. Then the players let the ninjas perform the actions shown on their die lying in the middle. Finally, the players let their ninjas do what is required by the die on the right. The order in which the ninjas are allowed to move during each action-round depends on two conditions: the action-speed and the initiative-counter of each ninja. There are fast actions and normal actions. The fast actions take place first during each action-round. If two or more ninjas have actions of the same speed, the ninja with the lowest number on his initiative-counter has priority (he acts first). Afterwards, the normal actions are performed, again in the order determined by the lowest numbers on the initiative-counters. In case any preconditions for a certain action have not yet been fulfilled, this action will be ignored – the ninja has to pause during this action-round (see Movement rules, section 2.6).

As soon as the combat-phase ends, each player returns his initiative-counter and the planning-phase for the next round begins.

2.4 Actions & Directions

In every round of the game, 3 actions are available for a ninja. Two fast actions and/or two normal actions can be chosen. This means that at least one action-die per game-round remains unused.

All actions are listed in the table below. Actions that need a certain orientation of the die are underlined. For example the action Evade can be performed forward, to the rear, to the left or to the right. By giving the symbol on his die an orientation, the player decides in which direction his ninja is going to move. If the symbol points forward (away from the player), the ninja must be moved in the direction in which the ninja is looking. This means that the player has to put himself into the ninja's shoes!

If a player has planned less than 3 actions, they still have to be performed from left to right, until he has to pause during the remaining rounds.

Fast Actions (red action-dice)

EvadeTurn right 90°Turn left 90°Turn 180°DodgeRiposte
Notes(one space)(on spot)(on spot)(on spot)(Immunity: RA)(Protection: MA/FMA/duel)
Target levelall on the same level

Normal Actions (blue action-dice)

Melee AttackRanged AttackStepSomersaultDiagonal StepLeap over Gap
Notes(not to the rear)(unconcealed target)(one space)(two spaces)(two spaces)
Target levelmax. ±1 level±X levelsmax. ±1 levelall on the same levelall on the same levelall on the same level

Abbreviations: FMA – focused-melee-attack; MA – melee-attack; RA – ranged fighting-attack; +/-X – any number of levels; p. – page; s. – see. On the printed page a small ninja figure marks "ninja oriented in the direction of the arrow".

2.5 Actions in Detail

Evade: Remaining on the same level, the ninja is moved to the front, to the rear or to the side, depending on the orientation of the symbol on the action-die. During this action the ninja must not be turned.

Dodge: Ranged Attacks, which come from the front or the sides, cannot damage the ninja during this action-round. Nevertheless, he is influenced by status-effects.

Riposte: If, within this action-round, the ninja is targeted by Melee Attacks (also: Focused Melee Attacks) or duels (see Duel, below), these are considered as parried. He receives only half the damage (rounded up) and the assailant receives one damage himself.

Leap over Gap: This is only possible if there is no obstacle on the space directly in front of the ninja (e.g. a space, which is one level higher, or another ninja). The ninja is placed two spaces ahead. The level of the target must be the same as the level from which he is jumping. It is, however, possible to jump over an enemy who is on a lower level (see Model Scenario, section 2.8).

Melee Attack: The opponent on the space aimed at is harmed by melee damage. Depending on the orientation of the symbol, the target-space in front of the ninja or on his right or left side is hit. The Melee Attack cannot be performed to the rear.

Ranged Attack: An unconcealed target, located on a straight line ahead of the ninja, gets ranged damage. A Ranged Attack to the right, to the left or to the rear is impossible. The target is considered to be concealed, if an obstacle is between the assailant and the victim which has a higher level than the spaces both are standing on. In this context, a third ninja is considered to have a height of one level. This means he conceals targets, which are situated farther behind on the same or a lower level. If more than one target is unconcealed, the assailant chooses one. When a weapon is used for attack, one of its applications is used up. If the weapon uses an application-die, its value must be reduced by one. If the last application has been used up hereby, the weapon-card is returned to supply (see Weaponless (ranged combat), section 2.7).

Example for concealed and unconcealed targets: Enemies standing on spaces marked with an X cannot be chosen as a target – they are considered to be concealed. The ninja himself is standing on a space on level 1. The concealed spaces are on his same level, but there is at least one space of level 2 between the ninja and these X-marked spaces. Between the ninja and the P-marked spaces there are no such spaces.

Diagonal Step: The ninja, who continues to be orientated in the same direction, moves one space diagonally. The movement remains on the same level. The Diagonal Step is also possible, if there are obstacles on the adjoining horizontal or vertical spaces.

Reminder (Diagonal Step): In the upper picture the ninja is facing the player. If the player chooses the action Diagonal Step (to the rear and the left), the ninja moves to the space to the upper right. The lower picture shows the effect of a 90° turn to the right. Here, the orientation of the action-symbol is of no importance.

2.6 Movement Rules

Limitation of the game-board: Ninjas cannot leave the board by making a move. If the ninja makes a move that would take him beyond the edge of the board, the figure must remain on the outer edge instead, and the ninja receives one damage.

"Cowards are chased back into the arena with blows of a stick."

Clumsy moves: Clumsy moves happen when the move originally planned cannot be performed, because the target level cannot be reached by regular means:

  • Target-level too high: the ninja is moved as far as possible (without moving upwards).
  • Target-level too low: if the target-level is too low by at least 2 levels, the ninja gets one damage.

"Nothing confuses the mind as effectively as a vigorous brawl!"

"The Shadow flits by, somersaults, and ends up crashing into the wall … oops!"

"…and suddenly there was no more ground under his feet!"

Attention: Clumsy moves can be performed on purpose to surprise the enemy with an unexpected move.

Duel: If, on account of a certain move or some other effect, a ninja lands on a space where an enemy is already standing, the move stops on the space before this one and a duel begins. In the course of this, each of the ninjas can get damage.

The number of damage obtained depends on the orientation of the enemy:

  • frontal: 2 damage
  • diagonal: 1 damage
  • sideways: 1 damage
  • backwards: 0 damage

The rulebook shows several examples of duel situations and clumsy moves with damage values for each ninja (black and white figures). These example diagrams are not reproduced in this text.

2.7 Status Effects

Weaponless (ranged combat): If a ninja loses his weapon for ranged fighting, he is weaponless regarding ranged combat. The loss of a ranged-weapon becomes reality, when the last application of this weapon is used up. Ranged Attacks of such a weaponless ninja are ignored.

Defeat: If a ninja loses his last life, this figure is taken from the board. The player returns his ninja-card and all his weapon-cards back into the supply.

2.8 Model Scenario

The Shadow (white figure) and the Weaponmaster (black figure) fight against each other in the castle scenario. After a short time the two meet on a part of the battle ground. To give you a better understanding of the rules, two game-rounds are presented here:

Game-Round 1

Planning-Phase: The Shadow (white) has completed her planning-phase sooner and chooses the initiative-counter 1; the Weaponmaster (black) then chooses the initiative-counter 2.

  • Shadow chooses the actions: Evade (to the left, red), Melee Attack (blue), Turn left 90° (red).
  • Weaponmaster chooses the actions: Step (blue), Diagonal Step (blue), Turn left 90° (red).

Combat-Phase:

  1. Shadow has chosen a fast action for the first action-round, Weaponmaster only a normal action. So Shadow moves first – that is 1 space (from her point of view: to the left) toward Weaponmaster; then Weaponmaster moves 1 space (forward, from his point of view) towards Shadow. With the action Step Weaponmaster can move up 1 level (see Actions & Directions, section 2.4).

  2. As their second move, both ninjas have chosen a normal action, but Shadow has the lower initiative. Consequently, Shadow performs a Melee Attack to the left and hits Weaponmaster, who receives 4 damage. Afterwards Weaponmaster takes a Diagonal Step forward to the right and comes to stand behind Shadow.

  3. For the third action-round both ninjas have picked a fast action; first it is Shadow's turn. She makes a 90° turn toward the left and thus is looking to the right. Weaponmaster then makes a 90° turn to the left, after which he ends up facing Shadow.

To sum it up: After the course of two game-rounds, Shadow has earned herself a small advantage. Weaponmaster has taken 6 damage; Shadow got away with 4. Nonetheless Weaponmaster, at the end of the second model-round, is positioned slightly better than Shadow, and this could be to his advantage in the further course of the game.

Game-Round 2

Planning-Phase: In this round Weaponmaster has managed to get the initiative-counter with the 1, Shadow has no choice but to take the marker with the 2.

  • Shadow chooses the actions: Riposte (red), Ranged Attack (blue), Evade to the right (red).
  • Weaponmaster chooses the actions: Melee Attack (blue), Leap over Gap (blue), Turn 180° (red).

Combat-Phase:

  1. To begin with, Shadow has chosen a fast action, Weaponmaster a normal action. Shadow prepares herself with the action Riposte, this enables her to weaken the Melee Attack of Weaponmaster. Shadow receives half of the melee-damage (rounded up) – resulting in a total of 2 damage. Because his Melee Attack was riposted, Weaponmaster also gets 1 damage.

  2. Shadow has planned a Ranged Attack as the second action; Weaponmaster has the action Leap over Gap. Both actions have a normal speed. Since Weaponmaster has the lower initiative, he can begin by jumping onto the space below Shadow. The target-level lies lower than the expected level, thus he makes a clumsy move. Still, the difference between the levels is only 1, so he does not receive any damage. The following Ranged Attack of Shadow misses its target. This reduces the points on the application-die, which is lying on her card throwing-stars, by 1.

  3. As a third action, both characters have chosen fast actions, so Weaponmaster makes his move first again. He turns around 180°, so now he is facing towards Shadow. The action planned by Shadow was to Evade to the right – to the space, where suddenly Weaponmaster is standing. Therefore they have a duel. Since Weaponmaster is facing Shadow, she gets 2 damage. Shadow has her side turned towards Weaponmaster; for this reason he gets 1 damage.

(The printed model scenario shows the board position after each action as a diagram; these are not reproduced here. The action icons above are named in words from the printed planning rows.)

3. Advanced Rules

As soon as the players have earned their first spurs playing Ninja Arena, they can proceed to use the advanced rules. Often this already happens after the first game-round using the beginners' rules. The advanced rules are an addition to the beginners' rules; therefore it is taken for granted that the players are familiar with the latter.

3.1 Changes in the Set-up

Before the players take their weapon-cards, these are divided into 2 stacks, one with melee weapons and one with ranged weapons. The backs of the cards show the standard weapon of each type (sword or throwing-stars). The two stacks must be placed with the backs of the cards showing upward.

Careful: Two weapon cards have the weapon throwing-spear on both sides. They remain in the supply for now.

The two stacks of weapon-cards have to be shuffled separately. After each player has taken one weapon-card with a sword and one with throwing-stars, each player decides in which category of weapons he wishes to possess his special weapon. One after another, each player turns over his weapon-card (either melee- or ranged-combat) of the chosen type, so that the special weapon of each player can be seen by the others. Every player now is given an application-die from the supply, if he has weapons with a limited number of applications. In addition to this, each player takes the loot-counters and the weapon-counters – the latter only if he has the throwing-net or the caltrops – belonging to his weapons.

If a player has drawn the card throwing-spear, he receives the additional two cards for throwing-spear from the supply. Each of the 3 weapon-cards throwing-spear is counted as one application of the ranged weapon throwing-spear.

Alternative set-up: As an alternative to the weapon distribution described above, the players can also agree on who is to have which special weapon.

3.2 Slow Actions

In addition to the two dice for fast actions (red) and the two for normal actions (blue), each player gets one die for slow actions (white). You can look at the table below to become familiar with the slow actions. For playing according to the advanced rules, the only required actions are Focused Melee Attack, Throw Melee Weapon, Climb and Pick up / Change Weapon. The Special Action and the Bonus Action should be ignored until later. While planning, the orientation of the symbols is irrelevant, since the actions either have no specific direction or they have a fix direction.

ActionTarget Level
Focused Melee Attack (any one target at the front or the sides)max. ±1 level
Throw Melee Weapon (unconcealed target)±X level
Climb (one space forward)±X level
Pick up / Change Weaponsame level
Special Actionvariable
Bonus Actionvariable

3.3 Slow Actions in Detail

Focused Melee Attack: The ninja inflicts melee-damage upon a target directly in front of him or directly on the space at his side. As opposed to the normal melee-attack, here the target can be chosen when the attack is carried out.

Throw Melee Weapon: The action Throw Melee Weapon is evaluated as a ranged-attack with the damage of a Melee Attack (and infinite range). The target receives all effects as if it had been hit with this weapon in melee-combat. The loot-counter, which belongs to this weapon, is laid on the target-space. If no target was hit, the loot-counter is instead laid onto the unconcealed target-space, which is farthest away from the ninja. In any case, the ninja must give up this weapon-card and becomes weaponless (see Weaponless (melee-combat), section 3.4).

Climb: (The printed detail section gives no separate text for Climb. The slow-action table above lists it as "one space forward", target level ±X level.)

Pick up / Change Weapon: This action only has consequences, if a loot-counter is lying on the ninja's space. The player takes the counter from the board for his own use and the corresponding weapon-card from the supply. In case he already has a weapon-card of this category, he has to discard his own weapon-card and to put the corresponding loot-counter in the arena. The weapon that was dropped can be picked up again in the same way by another ninja.

Important: When carrying out the action Pick up / Change Weapon exactly one weapon can be exchanged. If there are several loot-counters on the space where the ninja is located, the ninja may select only one. It is not allowed, e.g. to exchange a melee-weapon plus a ranged-weapon by merely carrying out the action Pick up / Change Weapon once. If the player already has the same weapon, he does not have to discard it. Instead, he puts the weapon that he picked up back into the supply and the corresponding application-die onto his own weapon-card.

Special Action: This action evokes the special skill of a ninja. It is not required before the players use the professional rules (see Special Skills, section 4.2), so at the moment it is ignored.

Bonus Action: This action is also ignored at the moment. It can be used when playing according to some game variations (see Variants, section 4.4).

3.4 Extended Status Effects & Movement Rules

Supplement: Clumsy Movements: If the target level of a move lies too low, the ninja – in addition to the damage he may have received – is considered to be dazed (see Dazed, below) during his next action-round. If the clumsy movement took place during the third action-round of a combat-phase, the ninja is dazed throughout the first action-round of the next combat-phase.

Weaponless (melee-combat): Within the advanced game, it can happen that a ninja loses his melee-weapon, e.g. when he performs the action Throw Melee Weapon. In the situation of melee-combat the ninja is now considered to be weaponless. As long as he has no melee-weapon, his opponents can get only one damage from him during melee-combat. The ninja may still inflict up to two damage in duels.

Supplement: Defeat: When a figure is taken off the game-board, because the ninja has lost his last life, then loot-counters still remain on the space he last stood on for every weapon that he owned. The abandoned weapons can be collected by other ninjas, during the further course of the game (see Pick up / Change Weapon, section 3.3). Application-dice, that were on these weapon-cards, remain on these cards.

Blinded: In case a ninja is blinded, he is considered as weaponless in melee-combat (see Weaponless (melee-combat), above) as well as in ranged-combat (see Weaponless (ranged combat), section 2.7). Also, the action Pick up / Change Weapon cannot be carried out and is ignored.

Dazed: If the ninja is dazed, he cannot use the white action-die during the next action-round. If he uses it in spite of this, his action is ignored.

3.5 Special Weapons

The special weapon cards are listed below by category, each with its statistics (Damage, Number of Applications, Range) as printed on the card, followed by its rules text. The cards are drawn at set-up as described in section 3.1.

Note on the statistics: the asterisks (*) printed on some cards' statistics are not explained anywhere in the rulebook text. They are reproduced as printed.

Melee Weapons

Sai (Damage 3, Applications ∞, Range 1): After a successful riposte to a normal melee-attack the opponent's weapon is broken. The opponent discards his melee-weapon-card. Focused-melee-attacks can be riposted, however the opponent's weapon does not break.

"The crowbar in the cutlery."

Chain Sickle (Damage 3, Applications ∞, Range 1): During the focused-melee-attack you may also choose one of the spaces lying diagonally in front of the ninja as a target-space.

The target area of the chain-sickle shows the spaces diagonally in front of the ninja, marked with exclamation marks; these spaces can only be hit with a focused-melee-attack.

"It cuts herbs, sinews and flesh like no other blade."

Nunchaku (Damage 3, Applications ∞, Range 1): Melee-attacks and focused-melee-attacks with a nunchaku cannot be riposted.

"Overcomes any differences and gives long-lasting impressions."

Hand Claws (Damage 3*, Applications ∞, Range 1): The Hand Claws perform two attacks within one melee attack. The first attack deals regular weapon damage and must hit a valid target. The second attack deals 1 damage, hits any target within the focused-melee-attack-area and can be riposted regularly. This weapon cannot be thrown.

"They give a pleasant seasoning to an ordinary brawl."

Glaive (Damage 5, Applications ∞, Range 2*): Melee-attacks as well as focused-melee-attacks can only be performed to the front. Attacks on targets above or below continue to be limited to a level-difference of 1. The (unconcealed) space in distance 2 may be targeted as an alternative to the space in distance 1.

The target area of the glaive: the space lying in front of the ninja at a distance of 2 spaces can only be targeted, if it is unconcealed. Attacks to the sides are not allowed.

"Slays foes from afar."

Cane (Damage 3, Applications ∞, Range 2*): Like the Glaive, the cane can hit unconcealed targets in distance 1 or 2. Attacks to the side have only a range of 1. Also, an attack upward or downward is limited to a level-difference of 1.

The target area of the cane: the space lying in front of the ninja at a distance of 2 spaces can only be targeted, if it is unconcealed. Attacks to the side have only a range of 1.

"After all, it's just a stick..."

Ranged Weapons

Caltrops (Damage 1*, Applications 3, Range 2): The unconcealed target-space gets a weapon-counter caltrops. Each ninja moving through or standing on this space at the end of an action-round gets 1 damage. So if the ninja remains standing on this space for several action-rounds, he gets multiple damage, one after each action-round. The caltrops do not get worn out by this (the marker remains lying on this space). The target space does not have to be empty, allowing multiple caltrops on one space.

"They invite you to an especially painful dance, that never ends."

Throwing Net (Damage 1, Applications 3, Range 3): If the Throwing Net hits an opponent, the weapon-counter throwing net is placed on his space. The actions of this opponent are ignored until the net has been destroyed. The net is considered to be destroyed, if the opponent gets damage or if he performs a melee-attack (incl. a focused one). If the opponent frees himself by using an attack, he causes no damage to other ninjas during this attack. Afterwards, the weapon-counter Throwing Net is discarded.

"A crude, binding hug for special moments."

Dazzle Bombs (Damage 0, Applications 2, Range 2*): All opponents within a distance of 2 spaces or less (also diagonal and concealed targets) are blinded for 3 action-rounds. They become weaponless for melee- and ranged-combat, and they cannot pick up or change weapons (see Blinded, section 3.4).

The target area of the Dazzle Bombs: concealed targets are blinded as well.

"Beware: Unauthorized use can lead to blindness, tinnitus and irreversible damage."

Darts (Damage 1*, Applications 5, Range 3): Cause 1 damage to all unconcealed targets in a target-area of 3 x 3 spaces in front of the ninja.

The target area of the darts: the rules for concealed targets are valid for each column separately.

"Like a swarm of mean hornets, from which you can hardly escape."

Shortbow (Damage 3, Applications 4, Range ∞): No additional rules text is printed for the Shortbow beyond its statistics and its target-area diagram.

"The birds are tweeting, the crickets chirping and the arrows whizzing their song."

Throwing Spear (Damage 4, Applications 3x1, Range ∞): At the set-up of the game, the player gets 3 Throwing-Spears, this means that he takes the 2 additional Throwing-Spear cards from the supply.

If an opponent is hit, a loot-counter Throwing-Spear is placed on that space. If no target is hit, the spear lands on the last possible unconcealed space. The loot-counter Throwing-Spear is then placed on that space. For every spear he has thrown, the player gives back one of his Throwing-Spear cards. Each Throwing-Spear card counts as one application of the ranged weapon Throwing-Spear. The action Pick up / Change Weapon enables the player to pick up an additional Throwing-Spear. If a player picks up a different ranged weapon by this action, all Throwing-Spears must be discarded.

"For the very hard hit at Olympic distance."

4. Professional Rules

With these rules experienced players have access to the full strategic dimension of Ninja Arena. Equip your ninja with an ultimate special-skill, try out different fighting tactics and establish your own combat style.

4.1 Set-up of the Game

After each player has decided which ninja to take, and has taken 1 of the 3 corresponding ninja-cards out of the supply, all players turn over their ninja cards, in order to uncover their special skill. The Special Action on the white die activates the individual ninja's special skill.

If the players agree on this, each of them can choose his special skill himself.

4.2 Special Skills

Weaponmaster and also Shadow have individual special skills with different speeds. The speed of a special skill is determined by the colour of the special-skill-symbol on the ninja-card. In spite of the fact that each special-skill-action is planned with the white die (normally for slow actions), the colour of this symbol on a certain player's card determines the speed of his special-skill-action. In this way, fast special-skill-actions are performed together with all other fast actions. The special-skill-actions with normal speed are carried out together with the normal actions and, finally, the slow special-skill-actions take place at the same time as all other slow actions.

Shadow's special skills: She is a light-footed female assassin that suddenly appears out of nowhere and maneuvers her opponents into harmful situations or, having crept up to them unheard, she gets rid of them as quick as lightning.

  • Assassination: Assassination can only be done, if the opponent has his back turned toward the ninja. In addition, the opponent has to be on the ninja's level or one level lower. The opponent gets as many damages as he still has life-points left.
  • Leaping attack (listed on the special-skill card as "jumping-attack"): The ninja is moved one space forward and downward as far as the player wishes. Then he performs a melee attack.
  • Acrobatics: The ninja moves forward by two spaces, overcoming different levels as he pleases, without taking drop damage. There must not be an opponent on the space he jumps over, otherwise the action will be completely ignored. If there is an opponent on the target-space, the ninja will move forward by only one space and a duel will be fought (see Duel, section 2.6).

Weaponmaster's special skills: He is a dare-devil armorer, who has many fighting methods at his command. In spite of his armor, he is capable of moving quickly and effectively and of getting his opponent to lose balance with the help of tricks and attacks.

  • Reflexes (listed on the special-skill card as "reflexes"): Within this action-round, ranged attacks from the front or the side cause only half the damage (rounded up) and no status effects. If the attack was countered with Reflexes, the assailant receives one damage.
  • Berserker: The ninja performs a melee-attack to the front with 2 points of additional damage. At the end of this action, in case he hit a target, he is given 1 damage himself.
  • Arsenal: At the beginning of the game, the ninja is allowed to choose openly an additional melee weapon or ranged weapon (after all other players have chosen their weapons). This can be a standard weapon or a special weapon. When the game begins, this chosen weapon is considered to be a passive weapon and cannot be used. When the special action is performed, he can trade in this passive weapon for an active weapon of the same category. The former active weapon thereby becomes passive.

4.3 Outlook

After playing several games with the Professional Rules now, you would like to have more possibilities of experiencing the Ninja Arena? Then you can find a few ideas here, which will surely stimulate your creative mind.

  • Try playing with the different game variants presented in section 4.4! There you find e.g. alternative goals of the game and rules for playing with additional players: Sudden Death, Drunken Masters, Sokoban, …
  • Think up new game variants of your own for the Bonus Action! This gives you the possibility to add interesting aspects to the game. You are welcome to exchange ideas with other players in the online forum: e.g. new fighting techniques, a backwards attack, etc.
  • Try out new scenarios! Thanks to the modular construction of the Arena, you have the option of building new scenarios and determining house rules: e.g. you could experiment with asymmetrical Arenas or with letting one player after another put a block onto the game-board to create a new scenario; e.g. already at the beginning of the game, you could spread out several booty-markers within the Arena.

Let your creativity flow – Ninja Arena will give you the freedom to do so. The publisher would be happy if players shared their ideas, thoughts and feedback, so that the game can continue to develop.

(The printed section 4.3 also lists the publisher's website, forum and shop as contacts; those links are omitted here. The printed text reads "Let your creativity low"; "flow" is the evident intended word and is rendered as such.)

4.4 Variants

The variants described in this passage can be used, by experienced players, to bring more variety and excitement into the Arena.

Team Variant

By using this variant, you can bring the aspect of co-operation into the game. Normally this leads to a quicker game.

The team variant of Ninja Arena can be played with 2 or 4 players. As in the original version, each team member plans his actions independently and in secret.

  • 4-Player Team Variant: If there are 4 players, there will be 2 vs. 2 players, each joining together as a team before the ninjas are chosen. The team which can successfully defeat their opponents, wins the game.
  • 2-Player Team Variant: With 2 people playing, each player chooses 2 ninjas at the beginning of the game. These ninjas are his team. Each player receives the complete game-materials for both of his ninjas and, during the planning-phase, he has to plan for both of his ninjas. Every ninja must get an initiative-marker of his own. A player is not allowed to end the planning-phase of one of his ninjas by taking an initiative-marker, while he is still not finished planning the action-phase of his other ninja. This means that a player first has to plan all moves of both ninjas before taking the 2 initiative-markers for his figures at the same time. Thus, a player finishes his planning-phase by taking 2 initiative-markers and giving one to each of his ninjas.

If, in the course of the game, a player has made an unfavorable decision, which could cause a team-member to get damage by an attack or a duel, the former can decide to discontinue his action. Then all other effects will be ignored, as well.

(The printed text ends the 2-player bullet with a stray word, "verteilt" (German for "distributed"); it is omitted here.)

Sudden Death

Using this variant makes it harder to use defensive strategies. If a game seems to drag on for too long after the first player has been defeated and has quit the game, try this game variant to take effect after the first player has quit.

When, during a certain combat-phase, no ninja has received damage, the ninjas (mostly, there is only one) with the highest number of remaining life-points get one damage each.

Drunken Masters

This variant gives the game an uncertainty, which prolongs the game.

A special set of dice is thrown openly at the beginning of each planning-phase: 2x red die, 2x blue die, 2x white die. The results on the dice are written down and are valid till the end of the game-round. During the planning-phase, each player must plan according to the results on the dice; this means they all have the same options for actions. A player chooses – as usual – 3 actions for his ninja and plans these. As usually, only one white action die may be used for planning within one action-round.

Bonus Action: Sokoban

Playing according to this variant, the players can rearrange the arena while playing.

When the bonus action on the white die is used, the ninja moves forward one space, staying on the same level. If there is an obstacle with a height of 1 on the target space, and the space behind the obstacle is empty (not occupied by another obstacle / ninja, which is at least on the same level), the obstacle can be pushed onto the empty space. If the space behind the first obstacle happens to be on a lower level, the obstacle falls down on it. In case this lower-lying space has been occupied by a ninja, his figure is taken off the board and he is defeated. When defeat is caused this way, no loot-counters remain on the space the ninja stood on.

  • Allowed: The space behind the obstacle is empty, since the opposing ninja is standing one level lower. Therefore the obstacle is pushed forward and the opposing ninja is defeated.
  • Not allowed: Only obstacles with a height of 1 can be moved. The action is ignored.
  • Not allowed: The space behind the obstacles is occupied. The action is ignored.

Bonus Action: Overpower

In this variant, the edge of the game-board is a zone of special danger. The rule that a ninja cannot leave the game-board is invalidated. In case a ninja would normally move beyond the board by a certain move or effect, he is considered to be defeated. His token is removed from the board. No loot-counters remain on the space where he last stood. By using the bonus action on the white die, the ninja moves forward one space and one level upward or downward at the most (in the same way as when performing the action Step forward). If the space on which he should land is on the edge of the board and an opponent is occupying it, the latter is shoved from the board.

Head Hunters

This variant is especially suited for a game in which one player has a lot more playing experience than the others.

One player is determined at the beginning, who is to be an outlawed ninja. This player is the first who can choose a ninja, and the last who can choose his starting position. The outlawed ninja gets no damage from his own clumsy moves and cannot be dazed. If he kills another ninja, he gets up to 4 life-points back for this (he can have 10 life-points at the most). The player, who succeeds in killing the outlawed ninja, will be the winner. The outlawed ninja wins, if he manages to be the last remaining ninja on the board.

Combination of Several Games

This variant makes it possible to play with up to 8 players. However, you would need a second Ninja Arena game.

Two or more games can be combined. On the one hand it is easily possible to push the rimless boards together to make a larger playing area, on the other hand a larger number of ninjas can take part in the action. As an alternative to the 8-player variant, two players could also command 4 ninjas each, or four players could each command 2 ninjas (see Team Variant, above). For this reason, in addition to the initiative-counters with the numbers 1 – 4, there are four more initiative-counters included in each game with the numbers 5 – 8.

In order to keep the ninja figures easy to identify, the rulebook recommends marking them or modifying them in a creative way.

Alternative Set-up: Secret Special Skills

This variant makes the game a little more unpredictable and can lead to unpleasant surprises.

When the game begins, the ninja-cards are drawn with the front side down. The ninja-cards which were not chosen are laid front side down into the supply. Every player looks at the other side of his ninja-card secretly and puts the card down again, so that the special skill is facing downward. The special skill is not uncovered until the player makes use of it for the first time.

A player with the special skill Arsenal may decide which additional weapon he wants to have at the moment when he first uses his special action. However, he is not allowed to use a special-weapon card which belonged to another player at the beginning of the game.

Overview of Actions

FastNormalSlow
Evade (one space)Melee Attack (not to the rear)Focused Melee Attack (not to the rear)
Turn left 90° (on spot)Ranged Attack (unconcealed target)Throw Melee Weapon (unconcealed target)
Turn right 90° (on spot)Step (one space)Climb (one space forward)
Turn 180° (on spot)Somersault (two spaces)Pick up / Change Weapon
Dodge (Immunity: RA-Damage)Diagonal StepSpecial Action
Riposte (Protection: MA/FMA/Duel)Leap over Gap (two spaces)Bonus Action

Actions that need a certain orientation of the die are underlined in the printed rulebook.