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Ninja Sen So

Ninja Sen So Rulebook

Table of Contents

Table of Contents

  • Understanding Action Types
  • Game Board and Play Sheet Setup (2 Players)
  • Game Board and Play Sheet Setup (4 Players)
  • How to Place Cards in the Card Holder
  • Player Setup
  • Game Play Phases
    • Example Phases
  • Movement
  • Attacking
  • Blocking
  • Changing Your Block
  • Scoring
  • Winning the Game
  • Weapons

Understanding Action Types

There are four types of actions in the game. Each card will have one of the following symbols:

  • Attack – All cards with this symbol will be played as Attack actions.
  • Move – All cards with this symbol will be played as Move actions.
  • Block – All cards with this symbol will be played as Replace Block actions. These will replace your current block card in play when they are revealed.
  • Weapon – All cards with this symbol will be played as Replace Weapon actions. These will replace your current weapon card in play when they are revealed. The Shuriken is a special weapon that is played and treated as an Attack action.

Card types shown in the guide: Attack Cards, Move Cards, Sample Weapon Card (played as an Attack), Weapon Card, Block Card, and Card Backs.

Game Board and Play Sheet Setup (2 Players)

Player 1 has the Play Sheet aligned with the board in the direction of the arrow. All cards he or she plays will be based on this alignment.

Player markers are placed on the symbols. This is each player's starting location.

Player 2 has the Play Sheet aligned with the board in the direction of the arrow. All cards he or she plays will be based on this alignment.

Game Board and Play Sheet Setup (4 Players)

You will need to print additional player materials or purchase additional copies of the game to play a 3 or more player game.

Note: the CD included with the game contains the printing instructions.

How to Place Cards in the Card Holder

All cards in the game must be played as an action using the card holders. Place ONLY one card in a card holder. Cards are played by placing them in a card holder in the direction you want the action to occur.

The card holder notch should always be facing toward the player's alignment direction.

The only exception to this is when playing a Weapon card. Weapons (except Shuriken) do not have a direction of play and are always placed with the text face up (toward the card holder notch).

Example: in the guide, the Katana card is placed into the card holder text up. Weapon cards are always placed without a direction or special orientation.

Example: in the guide, the Move card is placed into the card holder in the direction the move will occur once it is revealed.

Player Setup

Each player will need to set up before the game can start. Follow these steps:

  1. Select Weapons to use for this game.
  2. Select and place starting Weapon.
  3. Select and place starting Block.
  4. Select and place First Action.
  5. Select and place Second Action.

Selecting Weapons – Weapon cards have symbols in the lower right corner of the card. The Star and Hand symbols are not used in the basic game.

The Octagon symbol will have a number in it. This number indicates how many inventory spaces are required to hold the weapon. Each player will choose up to 8 inventory points of weapons.

Example: the player has chosen the Katana (4) + Kau sin ke (2) + Shuriken (1) + Shuriken (1) = 8 inventory used. All other weapon cards would be removed from the player's hand and not used this game.

Select and Place Starting Weapon – Each player will pick the weapon card they wish to use at the start of the game. They will place this in a card holder and onto the Play Sheet face down. The weapon will be revealed after every player has placed their starting weapon.

Example of selecting a starting weapon:

  1. The Katana is placed into the card holder.
  2. The card holder is then flipped upside down.
  3. It is placed onto the Weapon location of the Play Sheet.
  4. It is revealed after every player has selected and placed their weapons.

Select and Place Starting Block – Each player will place a block card into a card holder with the arrow facing the direction they wish to block attacks from. This will be placed face down onto the Play Sheet in the Block location. The block will be revealed only when the player is attacked from that direction.

Example of selecting a block:

  1. The Block card is placed into the card holder.
  2. The card holder is then flipped upside down.
  3. It is placed onto the Block location of the Play Sheet.

Select and Place First Action – Each player will place an action in the card holder. This will be placed face down onto the Play Sheet in the 1st Action location of the Play Sheet. This is the first action the player will take.

Example of selecting a First Action for game setup:

  1. The Move card is placed into the card holder.
  2. The card holder is then flipped upside down.
  3. It is placed into the 1st Action location of the Play Sheet.

Select and Place Second Action – Each player will place an action in the card holder. This will be placed face down onto the Play Sheet in the 2nd Action location of the Play Sheet. This is the second action the player will take.

Example of selecting a Second Action for game setup:

  1. The Attack card is placed into the card holder.
  2. The card holder is then flipped upside down.
  3. It is placed into the 2nd Action location of the Play Sheet.

Game Play Phases

All player actions occur at the same time but must be resolved in a specific order. The phases help ensure all actions are resolved in the proper manner.

  1. Pre-Actions
    • Replace BLOCK – Do NOT reveal this card. All players who have a BLOCK card will state, "Changing block" and then replace their old block card and holder with the new block card and holder.
    • Replace WEAPON – All players who have a WEAPON card as their action will state, "Changing weapon" and then replace their old weapon card and holder with the new weapon card and holder. Resolve the Shuriken as an Attack during the Attack phase. Players who have a block or weapon card in the 1st Action location play them now.
  2. Reveal – All players turn over the 1st Action card.
  3. Move – All players who have a Move action will move one (Move/Flying Attack) or two (Leap) spaces in the direction of the move arrow. Any collisions should be resolved at this time. Invalid moves result in no action.
  4. Attack – Identify all attack directions and resulting attack locations, based on aligning the weapon's (blue arrow) attack pattern to the attack direction. Check for blocks.
  5. Scoring – Add up scores based on hits, blocked hits and glancing blows (see Scoring). Discard thrown weapons.
  6. Lock 2nd Action – All players will move the 2nd Action cards up to the 1st Action position on their play sheets.
  7. Select 2nd Action – Each player will place an action in the card holder and place it face down on the 2nd Action location of the Play Sheet. Once all players are finished placing their 2nd actions, the game phases will start over.

Conclusion of the phases: after all players have placed their 2nd Action cards, the game phases start over with the Pre-Actions phase. Repeat each of the phases until the game ends (see Winning the Game).

Example Phases

Pre-Actions phase. The first player announces his 1st action is not a Block or Weapon. No action is taken. The second player announces her 1st Action is not a Block or Weapon. No action is taken. Any weapon or block changes occur during this phase.

Reveal phase. The first player flips over his 1st Action, revealing a Shuriken attack. All players reveal their 1st Action cards. The second player flips over her 1st Action, revealing a Move.

Move phase. The first player's 1st Action does not require movement. No action is taken. The second player moves her game piece as indicated by her 1st Action card. All players move the space(s) in the direction their action indicates.

Attack and Scoring phases. The first player's Shuriken attack is indicated by the red arrow. The attack fails to hit anything. No glancing attack is scored because Shurikens do not score glancing attacks. The card is removed from game play; Shurikens can only be used once. No score change! The second player's 1st Action is not an attack. No action is taken. The first player's attack did not hit. No score change! All players attack in the direction their action indicates. Determine what location is attacked and calculate scores.

Lock 2nd Action phase. The first player removes the card holder located in the 1st Action area. He then slides the card holder from the 2nd Action area into the 1st Action area of the Play Sheet. All players remove the card holder from the 1st Action area. They then slide their 2nd Action into the 1st Action area.

Select 2nd Action phase. The first player places his next action into the card holder and places it face down in the 2nd Action card area of the Play Sheet. All players place their next action in a card holder and place it face down on the Play Sheet in the 2nd Action card area.

Movement

Move – As shown in earlier examples, the Move card is placed into the card holder with the arrow in the direction a player wishes to move. The guide shows examples of the 8 Move possibilities from a starting position.

Leap – The Leap is a special two space move. You move OVER the first space and anything in it and land onto the next one.

Restriction: the Leap can only be used if your previous action was a Movement action (the green action symbol) or the Bo Staff is your active weapon.

The guide shows the Move that is required before a Leap card can be played: the player first plays a Move so they can then use a Leap as their next action. It also shows examples of the 8 Leap possibilities after the Move was performed.

Collision – A collision happens during the Move phase. If two players land in the same space or a player moves off the board (collides with a wall) it is considered a collision. If a collision occurs the player(s) will bounce back into the last space they moved from or over.

  • Leaping collision – If a collision occurs when someone is Leaping, they will bounce back into the space they leaped over, not their starting location.
  • Loss of movement benefits – If a player collides they lose their movement benefits and will not be able to perform a Leap or Flying Attack as their next move. If a Leap or Flying Attack is revealed as their next action, they will do nothing during that set of phases.

The guide's example shows two players colliding: both players attempt to move into the same space and bounce back into the last space they moved from or over.

Attacking

Attack – Place the attack card into the card holder with the arrow in the direction you wish to attack. Your attack choices will depend on the pattern of your current weapon, based on aligning the weapon's (blue arrow) attack pattern to the attack direction.

The guide shows an example of the weapon attack choices based on their attack patterns. If the player attacks in the direction indicated by the attack card, he or she will have different attack choices depending on which weapon is currently in use. The player will choose ONE location as their attack location.

Selecting Attack Location – You can pick ONLY ONE location for your attack to take place. This location must be one of the spots that match your attack pattern.

The guide's example of a Nunchaku attack: the Nunchaku allows the Orange player to attack one of 4 places. The Orange player can choose to attack the Purple or Cyan player, but cannot attack both.

A player may choose any location their attack pattern allows, even if it results in a lower point score.

Shuriken – Small metal throwing star (disk). It is a one-use weapon that is treated as an attack. Place the weapon in the card holder in the direction you wish to throw. Once revealed (during the Attack phase), the weapon will travel in this direction until it hits a player or wall.

  • It will only hit one player (the first player it encounters).
  • Shurikens do not score glancing attacks.
  • After resolving attacks the Shuriken weapon card must be removed from game play. That card cannot be used again this game; if a player has a second Shuriken card in their hand this can still be used.

Flying Attack – A Flying Attack is a combination move and attack. The player will move as normal, but in addition to the move, they attack the location in front of the direction they moved. This is a one-space attack pattern only (your current weapon attack pattern does NOT apply).

Restrictions: the Flying Attack can only be used if your previous action was a Movement action (the green action symbol) or you currently have the Nagamaki as your active weapon. No additional flying attacks or leaps are allowed after a flying attack.

The Flying Attack is resolved during both the Move and Attack game phases.

The guide shows the Move that is required before a Flying Attack card can be played: the player first plays a Move so they can then use a Flying Attack as their next action. It also shows examples of the 8 Flying Attack possibilities.

Blocking

Block – The Block card is set and placed as part of game setup. It can also be played as an action, to change a player's current block direction. The Block card is placed into the card holder with the arrow facing the direction you wish to block attacks from.

How blocking works – Blocking prevents you from losing points when another player hits you.

Block revealing – Blocks remain hidden until attacked from that direction. After a block is used, it must stay face up until changed. Your block card stays in effect even after it is revealed and will continue to protect you.

The guide shows examples of the 8 Block possibilities. Any attack coming from the blocked direction is blocked.

Changing Your Block

Players can change their block by playing a new block as an action. We recommend taking the time to change your block after your existing block has been revealed. It takes away the advantage from your opponents.

Example of playing a Block card:

  1. The Block card is placed into the card holder in the direction you wish to set as your block.
  2. The card holder is then flipped upside down.
  3. It is placed into the 2nd Action location on the Play Sheet.

The new Block will not take effect until it is moved up to the 1st Action location; it will then replace the existing Block during the Pre-Actions phase.

Scoring

Sen So uses a point system. Players score points each time they hit or come close to hitting an opponent. Players lose points when they are hit by another player.

Scoring phase – Scoring occurs after the Attack phase of game play. Each attacker will select their attack location. This location and the direction it originates from will determine the score.

Point system – The 3 ways to change score:

  • Striking Blow (+5 Attacker and –5 Defender) – Any attack that hits the location of another player that is not blocked.
  • Blocked Blow (+5 Attacker) – Any attack that hits the location a player is in, but in which the player has a block facing the direction of the attack.
  • Glancing Attack (+1 per player) – Any attack that lands next to another player is considered a Glancing Attack.
    • Glancing attacks cannot be scored from a location occupied by another player.
    • Glancing attacks can be scored against more than one player, if they are all next to the location attacked.
    • Glancing attacks cannot be blocked, as they are not an actual hit.
    • Shurikens cannot score glancing attacks.
  • Give-and-Take (no points) – Occurs when two players exchange attacks and blocks. This does not result in a score increase for the players. Neither player gains or loses score from the exchange.
ResultAttackerDefender
Striking Blow+5 points-5 points
Blocked Blow+5 points0
Glancing Attack+1 point per player0
Give-and-Take00

Score Sheet – Included on the CD you will find printable score sheets. They will make tracking and scoring the game easier.

Scoring examples from the guide:

  • Hit scored without being blocked. Player one chooses to attack the second player's location and gains 5 points for scoring a hit. During the Move phase, Player two moves. During the Attack phase, Player one's attack hits the second player from a direction she is not blocking. 5 points are removed from the second player's score.
  • Hit scored and blocked. Player one chooses to attack the second player's location and gains 5 points for scoring a hit. Player two moves, and the first player's attack is coming from the direction Player two has blocked. The hit is blocked by Player two, so Player two does not lose any points.
  • Glancing attacks. The Purple player scores 2 points from glancing attacks, because the Orange and Cyan players are both next to his attack location. The Cyan player scores 1 point, because his attack was only next to the Orange player. The Orange player does not score or lose any points.

Winning the Game

It is simple: the player with the most points at the end of the game wins.

The 3 game duration options are:

  • Time Limit – Game ends after an agreed upon amount of time. 30 minutes works well.
  • Action Phases – Game ends after an agreed upon number of actions have been revealed. We recommend 25 actions.
  • Points Limit – Game ends when the first player reaches an agreed upon score (30 points).

We STRONGLY recommend you access and print score sheets. They can be found on the CD and make keeping track of the game very easy.

Play your first few games as Timed games. Once you become comfortable with the rules and game play you should find it easier to play an Action Phase game of 25 actions in about 30 minutes.

We do not recommend playing a Point Limit game with only two players. These can become very long and drawn out.

You will find advanced play rules and character sheets on the game CD.

Try playing Sen and So against each other. You will find this to be an interesting twist on the game.

Weapons

Weapon choice – One of the most important parts of the game. During the game setup you will have to decide what weapons you will use during the game. Your decision, and your opponent's, will greatly influence the outcome of the game.

  • Katana – Long bladed weapon. It is one of the most effective weapons. It uses 4 inventory spaces.
  • Nunchaku – Two short wood sticks attached by a small chain. It is one of the most effective weapons when fighting more than one opponent. It uses 3 inventory spaces.
  • Kau sin ke – A long metal whip. It is one of the most effective weapons for fighting opponents at a distance. It uses 2 inventory spaces.
  • Bo Staff – Long wood pole. When used as the active weapon, allows players to perform one move Leaps, allowing the player to play a Leap card without a previous Move card being played. It uses 3 inventory spaces.
  • Nagamaki – Blade on the end of a short wood pole. When used as the active weapon, allows a player to perform one move Flying Attacks, allowing the player to play a Flying Attack card without a previous Move card being played. It uses 3 inventory spaces.
  • Shuriken – Small metal throwing star (disk). It is a one-use weapon treated as an attack (see Attacking). It uses 1 inventory space, as shown in the Player Setup example.