Shadow Tactics: The Board Game
Shadow Tactics: The Board Game Rulebook
Table of Contents
Table of Contents
- Introduction
- Game Components
- Board Structure
- Game Round
- Actions
- Bonuses
- Toolbelt Items
- Execution Phase
- Ninja Actions
- Daimyo Actions
- Guards
- Vision
- Guard States
- Threats
- Playing with fewer than four players
- Health
- Mission Rules
- I. Mission Sequence for Story Mode
- I. Mission Sequence for Skirmish Mode
- II. Setup
- Mission Types
- Mission Mechanisms
- Tactics Mechanisms
- Saving the Game Between Missions
- Changing the Number of Players
- Tactics Guide
- Optional Rules
- Cheatsheet
Introduction
The Goal of the Game
One player will take on the role of the Daimyo while each other player will control a Ninja. (For 2-3 player games see Playing with fewer than four players.) The game is played as a series of Missions (See: Mission Booklet). In each Mission, the Ninjas must complete their objectives before the Daimyo gains a given number of Glory or time runs out. The Daimyo controls the Guards and tries to stop the Ninjas from succeeding and gains Glory by finding them or raising the Alarm.
Playing for the first time
If you are new to Shadow Tactics, we suggest that you exclude any expansions from your first game and get familiar with the base game. For your first game, we suggest you play the Amagi Village Mission, which introduces you to the main rules of Shadow Tactics.
Game Components
Programming Mat ×1 A bamboo mat used for programming Actions.
Board tiles ×10 2× large, 2× medium, 2× small, 2× connector with Bush, 2× connector with Bush and Junction. These tiles are used to build a different game board for each Mission.
Ninja figures Ninja figures with snap-on bases of their color. These miniatures are used to show where the Ninja characters are on the game board.
Action Cards ×57 Action Cards are used to program all Ninja and Daimyo Actions. Each Ninja has a deck of 9 Action Cards matching their color. The Daimyo has 6 core Action Cards and 3 Action Cards that are specific to each Daimyo character (indicated by the icons in the lower right corner). Gray Daimyo cards can be used at any time while red Daimyo cards may only be used during Alarm.
Guard figures ×29 15× Spearmen, 7× Officers, 5× Samurai, 1× Lord Yabu, 1× Kage-sama. These miniatures represent the Guards controlled by the Daimyo player. Their Vision and orientation are represented by a viewcone on their bases. The Lord Yabu and Kage-sama figures represent the two Daimyo characters when they are on the board.
Character Cards ×5 and Health Cards ×5 Ninja Character Cards with the portraits of the characters and Health Cards with wounds. These cards are used to indicate whether the Ninja is at full Health or wounded. They also show the penalties for wounds.
Status Markers ×20 10× Alert, 5× Distracted, 5× Stunned. Status Markers are used to represent Distracted, Stunned, and Alert Guard States.
Key, Target and Eavesdrop Status Markers ×14 4× Key, 6× Target, 4× Eavesdrop. These markers are used to represent the State of Target Guards, Eavesdropped Target Guards or Gatekeepers in specific Missions. Blue markers represent Calm Guards.
Bonus Cards ×9 5× Ninja Bonus Cards, 4× Daimyo Bonus Cards. Ninja and Daimyo Bonus Cards are programmed in addition to the Action Cards. They have the Bonus at the top and the opposing side's Reaction on the bottom.
Toolbelt Items ×18 12× Ninja Toolbelt Items, 6× Daimyo Toolbelt Items. Toolbelt Items are purchasable between Missions or gained as Loot. These are used once and then discarded. A character can have any number of Toolbelt Items.
Card Guide ×1 Showing all Action Cards and Bonuses as a reference for players. Note: This Card Guide includes all the Action Cards for all the characters, including ones contained in expansions only.
Toolbelt Items for fewer than four players ×3 These 3 special Daimyo Toolbelt Items are for playing with fewer than four players.
Alarm Token ×1 When the Alarm is raised, flip the token to its active—red—side.
Tactics Cards ×17 6× Ninja Tactics Cards, 11× Daimyo Tactics Cards. Tactics Cards are bought or unlocked before Missions or gained from Loot. Tactics Cards give special items or other boosts to alter a Mission. Both the Ninjas' side and the Daimyo have a separate set of Tactics Cards. There are 3 types of Tactics Cards differentiated by the symbol on their backs.
Glory Tokens ×9 These tokens represent Glory gained by the Daimyo for finding the Ninjas in Bushes or raising the Alarm. Flip a token to its active—red—side when gained. The Daimyo wins after gaining the number of Glory specified in the Mission.
Kage-sama Special Card ×1 This special Daimyo Tactics Card is used in certain Missions in 'The End of Kage-sama' Chapter. Do not shuffle this card into the deck in other Missions!
Noise Tokens ×4 When a Noise is made, flip one token to its active—red—side.
Commotion and Quiet Tokens ×2 1× Commotion, 1× Quiet. These tokens may change the Noise Threshold for the current round.
Noise Threshold Cards ×18 Noise Threshold Cards are used to determine the maximum number of rounds in a Mission and whether an Alarm is raised.
Focus/Refresh Tokens ×2 Used as reminders for Actions.
Barracks Tokens ×2 Guards are deployed next to the Barracks.
Trio Tokens ×3 Trio Tokens take up slots from the Daimyo as a penalty for Guard Trios.
Water Junction Tokens ×2 Water Junction Tokens cover other colored Junctions.
Coins ×19 15× 1, 4× 5. Coins are used before Missions to buy Toolbelt Items and Tactics Cards in the Market Phase.
Entrance/Entrance & Exit Tokens ×3 These tokens indicate where Ninjas can enter and exit the board.
Exit Tokens ×2 These tokens indicate where Ninjas can exit the board.
Loot Tokens ×7 Gained by the Ninjas during Missions in Story Mode.
Skirmish Loot Tokens ×7 Gained by the Ninjas during Missions in Skirmish Mode.
Accident Tokens ×3 Accident Tokens are gained from Tactics Cards. They are placed on Bushes and represent situations where the Ninjas have an opportunity to disguise their work as accidents.
Tower Tokens ×2 Towers are placed on Bushes. They have an occupied (red) and an unoccupied side.
Deliverable Item Token ×1 Deliverable Items are mission-specific tokens. This token represents a prisoner for Tsuru Island on one side and Masaru for Matsuyama City on the other.
Gate Tokens ×2 Gates are placed across a Bush and a Junction.
Body Tokens ×7 These represent dead bodies that Guards have not found yet. (Different illustrations have merely aesthetic purposes, all tokens function the same.)
Board Structure
The game board is built from board tiles. Board tiles consist of 3 different types of hexes: Yards, Bushes and Junctions. Neighboring hexes can never be of the same type, i.e. no two Bush hexes can be directly next to each other. When counting distance, count every type of hex.
For example, A, B and C Yards in the picture are two hexes away from each other. A and D yards however are more than two hexes distance. Junctions 1 and 2 are also two hexes away from each other.
Yards
Yards are bigger, light-colored empty areas where Guards are stationed. Guard figures are always placed on Yards. Ninjas can not move into Yards. Guards must be placed in one of the corners of a Yard hex, looking either inwards (at the Yard) or outwards (towards a Junction and a Bush). Guards can not be placed next to each other in two adjacent corners of the same hex (the figures do not fit). This means a maximum of three Guards can fit in a Yard. Also if two Guards are placed on opposite corners then only two Guards can fit in a Yard.
- Three Guards can fit in a Yard.
- Two Guards fit. No space for third Guard!
- Incorrect! Two Guards on adjacent corners.
Bushes
Bushes are marked with green hexes. They are relatively safe places where Ninjas can hide from Guards. Ninjas are not spotted hiding in the Bushes unless they expose themselves with a Visible Action. However, Ninjas can be found in Bushes during Alarm when Alert Guards Search the Bushes. Ninjas always end their movement on Bushes. Guards are never placed in Bushes. Any number of Ninjas can fit in the same Bush.
Bushes with Barracks on them: The Daimyo can only deploy new Guards to a Yard adjacent to a Barracks. For all other purposes these hexes are normal Bushes.
Junctions
The colored hexes between Bushes and Yards are called Junctions. These connect the other hexes and are used only for movement: Guards and Ninjas move through them, but can not stop on them. Ninja movement must be programmed for a specific color. A Ninja might be spotted moving through a Junction if the Move Action is Visible. (See: Ninja Action Symbols)
Gaps and board edges
In some Missions, you will find gaps between board tiles. These are considered inaccessible for game purposes: no one can move through them and you must count the Range around them. (Consider gaps to be impassable cliffs or walled-off areas.)
Roles
One player chooses to be the Daimyo, the others take on the roles of Ninjas and form a team against the Daimyo. Whenever the game mentions sides, it always refers to the Daimyo on one side and the Ninjas, as a team, on the other.
Whenever the word 'Ninja' is used in itself, it refers to a 'Ninja character'. When it is important to differentiate Ninja characters from the players who control them the expression 'Ninja player' is used (See: Playing with fewer than four players).
Game Round
At the start of each round each character programs a card on the Programming Mat. The Actions are executed only after all characters have programmed their Action Card. This requires both sides to plan ahead, anticipating each other's Actions.
1. Programming Phase
Players fill up the slots on the Programming Mat. (See: Programming Actions)
Each Ninja character and the Daimyo choose exactly one Action Card from their hand and place it in secret on the Programming Mat.
In addition to programming an Action Card, each Ninja and the Daimyo may also choose to program a Bonus Card or one of their own Toolbelt Items.
If Trio Tokens have been placed on the Programming Mat, those slots cannot be used by the Daimyo. (See: End Phase)
Players who have already programmed their cards are not allowed to discuss tactics in that round.
If the Alarm is active the Daimyo must program to the Alarm slot and may also use his red Action Cards.
2. Execution Phase
Players execute their Actions in order, one at a time. Discard all Action Cards to their personal discard piles after use.
3. Only during Alarm: Search the Bushes
Outward-facing Alert Guards Search the Bushes in front of them:
- For each Ninja found the Daimyo gains 1 Glory (regardless of the number of searching Guards).
- For each Guard that found a Ninja, make one Noise and wound all Ninjas in front of them.
4. End Phase
Check for Alarm: Draw a Noise Threshold Card: if the Noise is equal to or higher than the threshold the Alarm is active for the next round. Turn the Alarm Token to its active side. (Remember to adjust the Noise Threshold according to the Quiet and/or Commotion state. See: Action Symbols)
If the Alarm has just been raised the Daimyo gains 1 Glory. If the Alarm was already active in the current round and continues for the next one, the Daimyo does not gain this Glory!
Check for victory conditions in this order (See the Mission Rules and Mission Booklet for limits and objectives):
- If the Glory Limit is reached the Daimyo wins.
- If the Ninjas' mission is completed the Ninjas win.
- If Time Limit is reached the Daimyo wins.
Adjust Noise Tokens and Guard States in the following order:
- Flip all Noise Tokens to their gray side.
- All Stunned Guards turn Alert (they may find Bodies and make Noise for the next round).
- All Distracted Guards turn Calm (they may find Bodies, become Alert and make Noise for the next round).
- Check for Trios! For each Yard with three Guards, place a Trio Token on the topmost Daimyo Action slot, skipping the Alarm slot. The maximum number of slots that can be covered is the number of Ninja characters in play minus two.
Players regain their discarded Action Cards if they have used a Refresh Action or have only one card left in their hand.
Discard any reminder Refresh or Focus Tokens.
Alarm
If the Alarm is active the Daimyo gets several advantages:
- The Daimyo can use his red Action Cards.
- The Daimyo must program his Action on the Alarm slot on the Programming Mat.
- Alert Guards perform a Search the Bushes after the Execution Phase.
Actions
Each character has a unique set of Action Cards. Ninjas use their Action Cards to move, distract and eliminate Guards. The Daimyo's Actions mostly consist of moving Guards and deploying new Guards. Each card shows its effect with groups of symbols at the top and/or bottom. (Ninjas have their regular Actions at the top and their Focused Actions at the bottom. See: Ninja Action Symbols.) The Daimyo has gray and red Action Cards. The red cards can only be used during Alarm.
Programming Actions
The left side of the Programming Mat belongs to the Ninjas, the right side to the Daimyo. The marked slots at the bottom (6-9) are only used in 5- and 6-player games.
The topmost slot (0th) is the Alarm slot. This is only used for programming by the Daimyo in case of an Alarm.
The mat is filled from top to bottom one card at a time. Each Ninja character and the Daimyo will place exactly one card. For each Ninja slot (left side) one of the Ninjas must place a card. They may also program a Bonus OR a Toolbelt Item in addition to their own card.
The Daimyo must place a single card on one of the right slots. Whenever it's his turn, he can decide to program a card or skip the slot. Once he has programmed a card, he must pass on the subsequent Daimyo slots (right side). He may also place a Bonus OR a Toolbelt Item with his card. (See Example of an Execution Phase later)
The Daimyo must skip slots with Trio Tokens.
During Alarm the Daimyo must use the 0th slot. Otherwise, he must choose a single slot from his side. The Daimyo must use the Alarm slot (and only that slot!) if the Alarm is active (ignore Trio Tokens) and can not use it in case there is currently no Alarm.
Communication
Ninjas are allowed (and encouraged) to discuss their plans in order to act in a coordinated way, but they may not discuss or signal secretly without the Daimyo's knowledge. They may not talk about their plan or show cards without the Daimyo being able to see or hear them as well. However, Ninjas are allowed to be as vague as they like. Ninjas are also allowed to talk at the same time.
After a player has programmed a card, that player is not allowed to discuss tactics until after all Actions have been executed! Every player's Discard pile must be face up, and any player can browse through it any time.
Example of Programming
At the beginning of a round (with no Alarm) in a 4-player game Ninjas discuss their plans vaguely, then decide Takuma (green) should go first, so that the Daimyo can not interfere with his Action. They also discuss something about Hayato (blue) supporting Aiko (pink) later. Hearing this, the Daimyo decides that he passes on the following slot, hoping he can interfere with the Ninjas' plan later. Seeing this, the player with Hayato decides he would go next anyway, and programs his card. The Daimyo has to program on the following slot, since this is the last slot for him in a 4-player game. Then Aiko (pink) programs a card on the last slot.
Bonuses
The Daimyo and the Ninjas' side both have a separate pool of Bonus Cards available to add to their Action Cards each round.
The Ninja Bonus Cards do not belong to any specific Ninja, but to the whole group. Whenever a player programs an Action Card, that player may take any of the Bonuses still available and put it on their programmed card. A certain Bonus can be used once per round but all Bonuses are available every round. Bonuses are also programmed secretly.
Once at least one Ninja Bonus has been programmed, only the next Ninja to program may look at the available Ninja Bonuses. (As per the normal Communication rules, if the Ninja tells (or shows) the other players what Bonuses are left, he can not exclude the Daimyo.)
On the bottom of each Bonus Card, there is also a Reaction the opposing side must execute. The Reaction acts as a cost of applying the Bonus to the Action. This Reaction is used by the opposing side right after the Action with the Bonus has been executed, regardless of whether there is a programmed card on the following slot or not (the Reaction is executed as if it was programmed on the next slot). In the case of a Daimyo Bonus, the Ninja who has a programmed card on the next slot has the right to use the Reaction. Using a Reaction is not optional. The Daimyo gets the Reaction even after the last Ninja Action (if a Ninja programmed a Bonus there).
Basic Bonuses included in every game:
- Ninjas' side: Focus, Heal & Refresh, Rush
- Daimyo's side: Order, Quiet, Refresh
Other Bonus Cards may be available to the players depending on the specific Mission they are playing (See: Mission Booklet).
Toolbelt Items
These cards are gained by collecting Loot or by purchasing them. They are kept secret from the opposing side. If a Toolbelt Item is gained by collecting Loot, it is also kept secret from fellow Ninjas. During a Mission, they belong to a specific Ninja or the Daimyo (See: Setup). Unlike Action Cards, Toolbelt Items are single-use cards that get discarded permanently after use, instead of refreshing.
When a Ninja or the Daimyo is programming an Action Card, they can choose to program a Toolbelt Item along with it face down. Remember that you cannot program a Toolbelt Item and a Bonus at the same time!
Execution Phase
Flip the first Action Card on the Programming Mat (and the programmed Bonus or Toolbelt Item, if any) and execute it, then proceed with the rest in order. All Action Cards have to be executed from top to bottom. A character executes their Action Card, their programmed Bonus/Toolbelt Item, and any Reactions from the previous slot in any order they choose. The Daimyo needs to execute the Reaction right after the Ninja Action and Bonus (which gave rise to the Reaction) have been executed if he has no card programmed on the following slot.
Remember, that even though the situation may have changed, Ninjas are not allowed to discuss their plan during the Execution Phase. Each Ninja must execute their own Actions, without discussion.
After resolving the Actions the Action Cards go to a player-specific discard pile. A player draws back all their Action Cards in case they used a Refresh Action, or have only one card in their hand. Used Bonus Cards are returned to their respective pools during End Phase. Toolbelt Items are never regained!
Example of an Execution Phase
Yuki (yellow) has programmed an Action Card with a Focus Bonus. (After executing the Actions, the Bonus Card can be placed on the next Daimyo slot as a reminder). After Yuki has resolved her Action, the Daimyo executes the Reaction on the Bonus Card (Patrol in this case).
The next Action Card is revealed and Takuma (green) executes his Action and the Heal & Refresh Bonus in any order he chooses. He takes a Refresh token as a reminder.
The Daimyo has programmed on the next slot, so now his Action and Bonus Cards are revealed. He can choose to execute the Reaction (Patrol in this case, from Takuma's Heal & Refresh Bonus), the Action on the Bonus Card (Move Target in this case) or all the Actions on the Action Card, in any order.
The next Ninja character, Aiko (pink) gets the Reaction (Distract in this case) on the Daimyo Bonus. She (alone) must choose which she executes first: the Reaction, her programmed Toolbelt Item or all the Actions on her Action Card.
Ninja Actions
General Ninja Action Rules
Range: A Ninja can normally target only their own hex (the Bush) or any hex adjacent to it. This is called Normal Range (see Ninja Action Symbols table for Long Range).
Focus: If the Action Card is not Focused, only execute the symbols in the top half of the card. If the Action Card is Focused only execute the bottom half of the card. In both cases, the other half of the card is completely ignored (including penalties). However, if there are no symbols at the bottom, the top part is still executed.
Failure: All Actions on a card must be attempted! Visible Actions may fail. Failure means the Action was still attempted, triggering the effects described in 'Threat'.
Noise modifiers apply even if the Action fails or has nothing to target!
No target: If there is no Guard or Body to be targeted with a Visible Action, you must still attempt it (and may fail) in a Yard of your choice.
Multiple Actions on the same card: Execute the Actions in order from left to right. Each Action must be attempted. Visible Actions fail independently.
If there are multiple Actions affecting Guards or Bodies, they have to be applied to the same target (or same targets in case of Actions with Multiple Targets modifiers), even if some of them fail. E.g. a single Guard and his Body. If you attempt an Action without anything to target, other Actions on the same card may still have an available target. If you have a possible target within range for the first Action on the card, you have to attempt the Action (even if it fails). This may force you to target a certain Yard or Junction.
Ninja Action Symbols
These can be found on Ninja Action Cards, Ninja Toolbelt Items, on Ninja Bonus Cards, as Reactions on Daimyo Bonus Cards (at the bottom) and on Skirmish Loot Tokens.
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Move: Move through the Junction with the given color to an adjacent Bush. Ninja movement must be programmed for a specific color as shown on the Action Card illustration. (See: Board Structure - Junctions)
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Kill: Kill a Guard. Place a Body Token on the Yard. (Note: Bodies may be found instantly by other Guards watching the Yard.)
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Hide a body: Remove a Body Token.
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Stun: Stun a Guard. More details in Guards / Guard States / Distracted & Stunned.
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Distract: Distract a Guard. More details in Guards / Guard States / Distracted & Stunned.
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Lure: Move a Guard with one of the following options:
- Choose a Guard in a Yard within range, move that Guard to any position and orientation in the same Yard.
OR
- Choose a Junction within range, move a Guard through it from one Yard adjacent to it to another. Place the Guard in any position or orientation.
You must move (or turn) a Guard if possible and choose the option that makes this possible. Remember, that whether a certain Guard can be Lured depends on whether you choose to target a Yard or a Junction! You might be able to Lure a Guard to another Yard, while trying to move him within the same Yard would be out of range! (See example on the opposite page.)
Modifiers
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Visible: To perform Visible Actions, Ninjas have to leave the Bushes and expose themselves to the Guards. In case a Visible Action gets witnessed by any Guard, the Action fails and the player has to face consequences for each witness (lose Health, Alert Guards, make Noise. See: Guards - Threats). Note: Visible Actions can not cross any Guards' Vision! (See the example image in Vision)
Actions without this Visible symbol are Hidden Actions - Hidden Actions will always be executed without any direct risk to the Ninja. Note that even though the Action can not backfire the consequences might (e.g.: a killed Guard can be spotted even if the killer is hidden).
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Noise: Make one Noise after attempting the Action, even if it fails or has no target.
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Multiple targets: Apply effects to two targets (two Guards or two Bodies) in the same Yard if present.
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Long ranged: With this Action a Ninja can target Guards, Junctions and Ninjas within a distance of 2 hexes. (Normal Range covers the Ninja's own Bush, marked 0, and the hexes adjacent to it, marked 1. Long Range adds the hexes at a distance of 2, marked 2.)
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Support: The Action's effect is applied to yourself or to another Ninja within range. Exception: When using a Focus with a Support modifier, you have to choose a Ninja in range (not yourself), who has not executed their Actions yet!
Example of Lure: This image shows all possible executions of a Lure Action from Yuki's position. Red arrows show the 1st version of Lure (within a Yard), black arrows show the 2nd version of Lure (through a Junction). Note that the targeted Yards and Junctions are all adjacent to Yuki's Bush.
Example of Long Ranged Lure: This image shows all possible executions of a Long Ranged Lure Action from Takuma's position. Note that the targeted Yards and Junctions are all within 2 hexes of Takuma's Bush.
Daimyo Actions
General Daimyo Action Rules
- The Daimyo must execute all the Actions in the indicated order.
- The Daimyo is allowed to move a single Guard multiple times.
- The Daimyo can use the Actions on a single card on the same Guard or on different Guards and Yards.
Daimyo Action Symbols
These can be found on Daimyo Action Cards, Daimyo Toolbelt Items, on Daimyo Bonus Cards and as Reactions on the Ninja Bonus Cards (at the bottom).
- Patrol: Move a Guard to a free position with any orientation, in the same Yard.
- Order: Can only be used on a Guard if an Officer is present within a distance of two hexes. (An Order can always be used on Officers.) Move the Guard to any free position in a Yard exactly two hexes away. The Guard can have any orientation after moving.
- Deployment: Place the indicated Guard on any available spot with any orientation in a Yard next to a Barracks. (If there is not enough space do not place the Guard.)
- Promotion: Turn a Spearman into an Officer. (If Alert, keep their State.)
- Refresh: During End Phase, draw back all your discarded Action Cards. (Take a Refresh Token as a reminder.)
- Confusion: Swap the cards on any two unresolved Ninja slots on the Programming Mat without revealing them. Any Bonus or Toolbelt Item cards move with the Ninja Action Card.
- Divination: Reveal one unresolved Ninja Action Card on the Programming Mat and the Bonus or Toolbelt Item on it (if any).
- Quiet: During End Phase decrease the Noise Threshold by one if the Noise Threshold Card has this symbol on it. As a reminder, place the Quiet Token on the Noise Threshold deck for the actual round. (This means a threshold of 4 becomes 3 and 3 becomes 2, other Noise Threshold Cards do not have this symbol.)
- Move target: Move a Target Guard through a Cherry Blossoms (pink) Junction to another Yard exactly 2 hexes away (no Officer needed). OR move the Target within his Yard to a free position with any orientation.
Daimyo Modifiers
- Multiple Actions: The Daimyo must execute the Action as many times as indicated. Note: The movements happen in succession, not simultaneously.
- Zen Action: This Action has no effect during Alarm.
Guards
Types
Spearmen have no special features. They can not leave their Yard unless an Officer is within two hexes (of their starting Yard) and the Daimyo plays an Order Action.
Officers are responsible for Guard patrols. If the Daimyo plays an Order Action, they can move to Yards two hexes away, and also enable other Guards within two hexes to do so. Stunned or Distracted Officers do not provide this ability!
Samurai are elite armored Guards. Samurai are always deployed Alert! (Thus Distract has no effect on Samurai.) Samurai can only be killed when Stunned, otherwise a Kill Action will Stun the Samurai. Some cards include both Stun and Kill Actions, but usually it's a two-man job. Samurai have the same movement rules as Spearmen.
With this Order Action, both Officers (yellow and orange) can move to Yards within two hexes (with any orientation). The Samurai (red) can move to Yards within two hexes because of the yellow Officer within two hexes. The green Spearman can move to Yards within two hexes because of the orange Officer within two hexes. The blue Spearman however, has no Officer nearby so he cannot move. (Note that if the Samurai or the green Spearman moves to the blue Yard they will not be able to move back or further away, since the Officers are too far now.)
The Daimyo Figure
In some Missions the Daimyo is present on the board as a miniature, with a role and starting position detailed in the Mission description. Having a Daimyo figure on the board does not necessarily mean you have to use the Action deck of the same character. In some Missions the Daimyo figures can represent characters other than who the miniatures depict.
The Daimyo figures (Kage-sama and Lord Yabu) follow the same rules as Samurai except that they start the game Calm. The Daimyo figure is normally a Target so it can only be moved with the Move Target Action. (See: Mission Rules - Mission Mechanisms).
(Note: Whenever this rulebook mentions the "Daimyo" it always refers to the Daimyo player. Whenever the exact miniature is meant, the "Daimyo figure" expression is used!)
Vision
The base of each Guard miniature shows which direction that Guard is facing. This is crucial information in the game. Guards facing Ninjas become harder to kill, but they also should watch each other and Junctions if possible. Guards always stand on Yards. Guards have to stand in one corner of the hex, and they may either look inwards towards the Yard or outwards towards a Junction and a Bush. (See: Board Structure)
Guards facing outwards see only:
- Visible Ninja Actions that are targeting their Yard AND that are attempted by Ninjas in the Bushes in front of them.
- Visible Ninja Move Actions through the Junction in front of them.
Guards facing inwards see only:
- All Visible Ninja Actions targeting their Yard, except Actions targeting the inward-facing Guard from the Bush behind him.
- Dead Bodies in the Guard's Yard.
This means that Ninjas can not cross a Guard's Vision with a Visible Action as seen in the following example.
In this example, areas and Actions a certain Guard can see are marked with stripes and arrows of the respective color. Hayato (blue) can only attack the green Guard with a Hidden Action. Mugen (orange) can not attack the yellow Guard with a Visible Action since he would cross the blue Guard's Vision. He can attack the blue Guard though with any Action. Yuki can not attack the yellow Guard with a Visible Action successfully so she chooses to attack and kill the red Guard who can not see her.
Finding Bodies
A Guard will find and remove any dead Body it sees (See Threats). If a Guard moves (even if to the same position) it will find all Bodies in the starting Yard and the Yard it finishes in (regardless of his orientation). Deployed Guards also find any Bodies in the Yard they are deployed to. If multiple Guards are deployed or moved, only the first one will find the Bodies. Bodies are found instantly, this may happen even between the execution of two Ninja Action symbols.
For example an Action Card with a Hidden Kill and a Visible Hide a Body Action: the Kill Action is executed regardless of whether any Guard sees it, but any witnessing Guard(s) will find the Body, so the Ninja has no Bodies left to hide, but since his Hide a Body Action is Visible, he still has to attempt it in the same Yard and will fail because of the watching Guard(s).
Guard States
By default, Guards are Calm (except for Samurai) and have no Status Marker. (Targets or Gatekeepers have a blue Status Marker when Calm.) To indicate a Guard has a certain State, insert a Status Marker of the corresponding color into the indentation on the base of the Guard. Red is used for Alert, pink for Stunned and white for Distracted. To clear any State the Guard has, remove the Status Marker from the indentation and return it to the Status Marker pool.
- Calm: Guards are in a Calm State by default. They keep their eyes open. They react to the Threats explained below.
- Alert: Alert Guards are actively looking for intruders and also Search the Bushes in case of Alarm. Distract has no effect on Alert Guards but they can become Stunned. They also react to the Threats explained below.
- Distracted & Stunned: Guards can get Distracted or Stunned by Ninjas. Distracted and Stunned Guards do not pay any attention to their duties. They can not witness any Threats (their Vision does not matter at all). Neither the Daimyo nor the Ninjas can move or Promote them.
Any Guard, regardless of their State, can be targeted with a Distract or Stun Action. However, using a Distract Action on an Alert, Stunned, or Distracted Guard has no effect (using a Stun Action on a Stunned Guard has no effect either). Distracted or Stunned Guards cannot become Alert, but Stunned Guards automatically become Alert during the End Phase (See: Game Round). Distracted Guards can be Stunned. Distracted Guards turn back to Calm during the End Phase.
Threats
Alert and Calm Guards can react to signs of danger. The following triggers a reaction:
- Visible Actions: These Actions fail if seen by any Guard.
- Finding a Body (including witnessing the death of another Guard).
Any of these Threats will trigger the following:
- Each witnessing Guard is Alerted!
- If a Ninja's Visible Action caused the Threat, the Action fails and the Ninja receives one wound for each witnessing Guard.
- Make one Noise for each witnessing Guard. (Regardless of the number of Bodies found at the same time.)
- Remove all discovered Bodies after resolving all reactions.
Playing with fewer than four players
If playing with only 3 players one of the Ninja players controls two Ninja characters. Give the Daimyo the two Divination Toolbelt Items marked for 2 Ninja players as compensation. If playing with only 2 players the Ninja player should control three Ninja characters. Give the Daimyo all three Divination Toolbelt Items as compensation (marked for 1 and 2 Ninja players).
Health
Each Ninja has a Character Card and a Health Card with two wounds. At the start of the game, cover the Health Card with the Character Card. When losing Health, slide the Health Card to the right from below the Character Card to reveal the first wound. When losing Health again, slide the Health Card to the right again, revealing it completely. Ninjas do not lose more Health after the second wound. When healing, slide the Health Card to the left, one wound at a time, under the Character Card, covering the healed wound.
Ninjas can not die, but if wounded, they are not able to use certain Actions as shown on the Health Cards.
- Focus: Focusing the Ninja has no effect and they can not Focus other Ninjas.
- Kill: These Actions are attempted as normal and can fail as normal, but the targeted Guard is not killed and thus not removed. Noise modifiers still apply!
- Rush: Any Rush symbol on a programmed card is ignored. Reactions on Bonus Cards and Noise modifiers still apply! Other Actions on the same card can still be executed normally.
Ninjas get a Refresh Action each time they get a wound (even after the second wound).
Remember, that the rightmost Action on the Health Card is always the first to be lost when losing Health, and the leftmost revealed Action is the first to heal!
Mission Rules
Game Modes
You can play a single Mission of Shadow Tactics in Skirmish Mode (see Mission Sequence for Skirmish Mode). Or you can play multiple connected Missions within a Chapter of the Story Mode. We recommend you to start with Amagi Village to learn the game. Since there are no Tactics Cards and no Market Phase before this Mission, you can decide after playing whether to continue with the rest of the Chapter in Story Mode. If you feel you need more experience, you can continue with another Mission in Skirmish Mode before starting a whole Chapter. There is no Market Phase before this Mission so you can skip ahead to the Mission description and Setup.
In any other case, if you play in Story Mode, start with the Mission Sequence for Story Mode, in Skirmish Mode start with the Mission Sequence for Skirmish Mode.
I. Mission Sequence for Story Mode
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REWARD PHASE—Give both sides Coins according to the number of Coins shown for each occupied location. Ninja Hideout always belongs to the Ninjas' side. All other locations belong to the Daimyo until Ninjas choose to play the Mission. Afterward, the location belongs to the victor and can not be played again. (The balance and difficulty of Shadow Tactics highly depend on the players' tactical approach. If you feel the balance is off, see the table in Mission Sequence for Skirmish Mode to give advantage for one side or the other. Rewards provided by the occupied locations replace the Core Rewards row for Story Mode.)
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MARKET PHASE—Make a deck for each side shuffling their Tactics Cards and their Toolbelt Items (that they do not own) together. Each side draws 5 random cards from this deck secretly to purchase from. Discard any cards not purchased. Keep any Coins not spent. The Ninjas can discuss and decide what cards to purchase in secret. (This is an exception to the normal rules for sharing information! (See: Communication)
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TACTICS PHASE—(See: Tactics Mechanisms) Use the map at the beginning of the specific Chapter. Starting with the Daimyo opposing sides take turns and must place a Tactics Card face down to any available location. Grey slots belong to the Daimyo, white slots belong to the Ninjas. Ninja players can discuss which card to place and where in secret. (This is an exception to the normal rules for sharing information!) Players may use Tactics Cards just bought or remaining from the previous Tactics Phase or gained from Loot.
- Any slot can only be filled with Tactics Cards of the matching type (Reinforcement, Structures, Conditions).
- All Tactics Cards have to be placed if possible. However overriding Default or Unlocked Slots is optional. (For this purpose Locked slots count as Normal slots, i.e. if you have a Locked slot and a Tactics Card of the matching type, you have to place it, but if the slot is Unlocked, it is not necessary to override it.)
Slot types:
- Normal Slots can be filled normally.
I. Mission Sequence for Skirmish Mode
Any Mission can be played separately in Skirmish Mode. Setup Changes:
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MISSION CHOICE
- Players choose a Mission. Any Mission can be chosen.
- Choose Characters
- Ninjas take their 9 Action Cards, their Character Card, and Health Card. Every Ninja starts at full Health.
- The Daimyo takes the 6 Core Daimyo Cards and their 3 Daimyo specific cards.
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REWARD PHASE—Choose advantage and rewards according to the following table:
| Advantage / Rewards | Effect |
|---|---|
| Major Ninja Advantage | (core rewards) +15% Time Limit • +25% Glory Limit |
| Minor Ninja Advantage | (core rewards) +4 Coins for the Ninjas' side |
| Core Rewards | scarce rewards: 4–4 Coins · regular rewards: 8–8 Coins · epic rewards: 12–12 Coins |
| Minor Daimyo Advantage | (core rewards) +4 Coins for the Daimyo |
| Major Daimyo Advantage | (core rewards) −15% Time Limit • −25% Glory Limit |
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SKIRMISH MARKET PHASE
- Flip one random Tactics Card of the matching type for each Ninja and Daimyo Skirmish Market slot of the Mission. Use the Skirmish Market slots layout of the specific Mission.
- Each side can buy Tactics Cards. Take turns starting with the Daimyo until both sides pass. If you have passed you can not buy any more cards.
- After both sides have bought all the Tactics Cards they wanted, secretly deal each side 5 Toolbelt Items to buy from. They may spend the rest of their coins to buy these Toolbelt Items. Ninjas may secretly discuss which Toolbelt Items they want to buy. (This is an exception to normal rules for sharing information!) Discard any Toolbelt Items not bought.
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START THE NORMAL SETUP
II. Setup
For both Skirmish and Story Modes.
1. Board Setup
- Lay out the Programming Mat.
- Place the Alarm Token next to it, grey side up.
- Set the Time Limit: Shuffle the Noise Threshold Cards, then make the Noise Threshold deck for the Mission with a number of face-down cards equal to the Time Limit of the Mission. This will determine the number of rounds the Ninjas have.
- Turn all Noise Tokens to their gray side.
- Set the Glory Limit: Take the number of Glory Tokens equal to the Glory Limit of the Mission, make sure the inactive side is up.
- Set up the board tiles as shown. Make sure to match the Junction colors!
- Fixed Items: Place the following on the board exactly as shown:
- Barracks
- Water Junction (blue)
- Entrance and Exit Tokens
- Gates & Gatekeepers
- Targets and Deliverable Items
- Ninjas freely distribute Toolbelt Items before starting the Mission (This can be discussed secretly!).
- Give the Ninjas' side their Focus, Rush and Heal & Refresh Bonuses. Give the Daimyo his Quiet, Order and Refresh Bonuses. Additionally, add the Bonuses listed in the Mission description.
- Keep the Guards not included in the Item Setup close to the Daimyo player along with the Body Tokens, Alert, Distract and Stun Markers.
- Start the Item Setup.
2. Item Setup
- Make a pool of the items listed below (and according to the specific Mission and Tactics Cards). These are the Setup Items.
- Ninjas can make a plan before placing Setup Items (following normal information sharing rules), but can not discuss tactics during Setup at all!
- Then, starting with the Daimyo the opposing sides take turns choosing any one of the Setup Items and placing it on the map following the individual rules for each item. Ninja players take turns placing the items. (e.g.: Daimyo player, first Ninja player, Daimyo, second Ninja, Daimyo, third Ninja, Daimyo, first Ninja player again, and so on) When it is the Ninja side's turn the next Ninja player should place a single item without discussing it. No item belongs to any side during Setup, any player can choose to place any kind of item from the pool.
- Item placement restrictions apply only during Setup.
- Bushes and Junctions can hold only one token during Setup. (This includes Water Junctions (blue).)
(Figure) The yard pairs marked with arrows are empty, so now a Guard can only be placed into an empty yard.
(Figure) Now that the marked Guard has been placed there are no more empty Yard pairs, so new Guards can be placed in any Yard.
Setup Item Types
Special Items
- Ninja Characters have to be placed on Entrances.
- One Entrance can hold any number of Ninjas.
- Guards can be placed with any orientation in any Yard with the following restrictions:
- Guards cannot be placed in a Yard with another Guard in it as long as there are empty Yards two hexes from each other on the board. (See example above.)
- Three Guards cannot be placed in the same Yard during Setup.
- Alert and Distracted Markers (from Tactics Cards) can not be placed on Targets and Gatekeepers.
Distant Items
The following items have to be placed at least three hexes distance from another item of the same type. (If it is not possible to keep the distance, ignore this rule):
- Officers (placed on Yards)
- Samurai (placed on Yards) (Daimyo figures are not regarded as Samurai for this rule!)
- Towers (placed on Bushes, start occupied)
- Barracks (placed on Bushes)
Inside Items
The following items have to be placed at least three hexes distance from Entrances and Exits. (If it is not possible to keep the distance, ignore this rule.)
- Loot Tokens (placed on Junctions)
- Accident Tokens (placed on Bushes)
Mission Types
Ninja Hideout
There is no Mission played at this location. It is only used in Story Mode for distributing rewards. It is always occupied by the Ninjas' side.
Eliminate
Kill all Targets.
- Ninja victory: All Targets are killed.
- Finding the Target's Body (or Visible death) automatically triggers the Alarm for the next round. (Flip all Noise Tokens to their red side as a reminder.)
Bossfight
Kill all Targets and escape.
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Ninja victory:
- All Targets are killed AND
- All Ninjas are standing on Exits.
(If all Targets are dead, but the Ninjas fail to escape, the Daimyo wins).
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Finding the Target's Body (or Visible death) automatically triggers the Alarm for the next round. (Flip all Noise Tokens to their red side as a reminder.)
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No Loot.
Deliver
Pick up one or more Deliverable Items from Junctions and take them to an Exit.
- Ninja victory: All Deliverable Items are on Exits.
- Deliverable Items start on Junctions and can be moved between Bushes after collected.
- Ninjas in the same Bush as a Deliverable Item can decide to try to take one Deliverable Item with them when executing a Move Action. If they try, their movement will be a Visible Action (and can fail).
- Similarly, Ninjas Moving through a Junction with a Deliverable Item can also choose to try to take it. If they do, the movement becomes a Visible Action. If successful, move the Deliverable Item to the Bush the Ninja moved to.
- Note: Ninjas working together can move a Deliverable Item several times in one round.
Eavesdrop
Eavesdrop on all Targets and escape.
- Ninja victory:
- Ninjas have Eavesdropped twice on each Target AND
- All Ninjas are standing on Exits.
- Instant Daimyo victory:
- If a Target is killed, Alerted or Stunned, the Daimyo instantly wins!
- Eavesdrop on a Target by successfully moving around the Target's Yard. From a Bush next to the Yard to another Bush next to the Yard. (See example below.) Replace the Target Status Marker with the Eavesdrop Status Marker after the first Eavesdrop, and replace it with the double symbol Status Marker after the second. (Eavesdropped Guards are still Targets. They are moved with the Move Target Action (See: Targets) and instant Daimyo victory conditions still apply.)
(Figure) Hayato's (blue) movement does not count as an Eavesdrop since his starting Bush is not adjacent to the Target's Yard. Mugen (orange) can Eavesdrop on the Target.
Mission Mechanisms
Loot
Ninjas can collect Loot by picking up Loot Tokens during Missions. There are two different sets of Loot Tokens for Skirmish and Story Modes. During Setup, shuffle all seven Loot Tokens of the same type face down, and draw the required number at random. Loot Tokens are always placed face down on Junctions.
When a Ninja moves through a Junction with a Loot Token, the Loot is automatically collected. Flip the token when collecting the Loot, give the shown Coins, Toolbelt Items or Tactics Cards to the Ninja or execute the indicated Action. The Heal Action from Loot is executed instantly. The Refresh Action is executed during End Phase as usual. Actions from Loot and Toolbelt Items collected during a Mission can only be used by the Ninja collecting it. However between Missions, Coins and Tactics Cards are in a common pool, and remaining Toolbelt Items can be redistributed.
The Loot Tokens show the following rewards:
- Heal one wound instantly.
- Refresh in End Phase.
- Draw a random Toolbelt Item.
- Draw a random Tactics Card.
- Collect the indicated number of Coins.
Targets
- Target Guards are placed in fixed positions as seen on the Mission maps. They are marked with special Status Markers.
- Target Guards can not be moved with normal Daimyo Actions, only the Move Target Action.
- Target Guards can only be Lured within a Yard.
- If the Body of a Target is found, turn all Noise Tokens to their red side, this will force an Alarm for the next round. If a Target is killed, place the Target Status Marker on the Body as a reminder.
Gates
Gates are always placed across a Bush and a Junction. The Bush can not be entered and the Junction can not be crossed by Ninjas or Guards until the Gate is opened. Ninja Actions (even Long Ranged ones) and Officers do not have any effect across a Gate. Do not count distance through Gates. Gates also disrupt any proximity for Distant Items (See: Setup Item Types).
Each Gate has a key represented by a Key Status Marker in front of the Gate. The key starts the Mission with a Guard (Gatekeeper) outside of the Gate, in the corner next to the Gate facing inwards (as shown in the Mission setup).
Gates can be opened in three ways:
- When a Ninja collects the Key Status Marker, the Gate is opened.
- The Daimyo can Order an Officer to move through the Junction the Gate is on.
- A Ninja can open the Gate by moving onto its Bush or through its Junction from the inside of the Gate. Movement visibility applies as usual, but the Vision of Guards standing on the other side of the Gate (opposite to the Ninja) is ignored.
If the Gate is opened, remove the Gate Token and the Key Status Marker. If a Guard had the key replace the Key Status Marker with a matching normal Status Marker.
A Ninja can collect a key in two ways:
- Successfully performing a Steal Key Bonus Action targeting the Gatekeeper (or the Yard if the key has been dropped).
- If the key has been dropped: performing a Hide a Body Action on the Yard (The Key Status Marker does not count to the number of Bodies that can be hidden and one Body must still be hidden if available).
Gatekeepers
- If a Guard dies, he drops the Key Status Marker in the Yard.
- Any Guard (except a Target) must immediately pick up a dropped key if they see it. This means facing inwards on the Yard with the dropped key or moving into or within the Yard with the dropped key. (This includes witnessing a Guard dropping the key.) If a Guard picks up a key, remove the Key Status Marker from the Yard and give the Guard a Key Status Marker matching his original State.
- Gatekeepers cannot leave their Yard. (Neither the Daimyo nor the Ninjas can move them to another Yard. They can only be Lured within the Yard)
- If a Guard is in the same Yard as a Key Status Marker (with his back to it), he is not a valid target for a Daimyo Order Action or for a Ninja Lure Action to another Yard.
- A Gatekeeper Spearman can be Promoted as normal. (He retains the Key Status Marker.)
Tactics Mechanisms
Tactics Cards
Tactics Cards can be collected from Loot (in Story Mode) or bought during the Market Phase. Several mechanisms can be added only from Tactics Cards. Tactics Cards have three types, defined by the symbols on their front and back:
- Reinforcement: These cards change the number of Guards deployed.
- Structures: Towers, additional Barracks, Accidents and adding or subtracting Loot.
- Conditions: Some Guards may start with specific Status Markers, or the Mission is changed to have constant Commotion or Quiet modifiers.
These cards can be added to a Mission before Setup (see Mission Sequences for Story or Skirmish Mode). Every Mission has a certain number and type of Tactics slots both for the Daimyo (grey back) and the Ninjas' side (white back). The items added by the Tactics Cards belong to the pool of Setup Items.
Tactics Card Symbols
- Guards: Adjust the number and type of Guards in the pool of Setup Items as indicated.
- Status Markers: Add the shown Status Markers to the pool of Setup Items. These Markers can only be placed on Guards with no Status Markers that have already been placed on the board. (Placing these Markers happen separately from placing Guards as normal, taking up a player's turn during the Item Setup.) Any excess Markers are lost.
- Loot Tokens: Adjust the number of Loot Tokens in the pool of Setup Items as indicated. The type of Loot added this way also depends on whether you play in Skirmish or Story Mode. This way Loot can be added to Bossfight Missions too.
- Commotion/Quiet: The Noise Threshold is adjusted as indicated on the affected Noise Threshold Cards for the whole Mission. (Place the Tactics Card(s) near the Noise Threshold deck as a reminder.)
- Accidents: Add the 3 Accident Tokens to the pool of Setup Items. Add the Accident Bonus Card to the Ninja Bonuses.
- Buildings: Add the indicated number of Towers or Barracks to the pool of Setup Items. This does not affect any Towers or Barracks in the Fixed Items!
Towers
Towers are always placed on Bushes. Towers have an occupied (red) and an unoccupied side. Towers are placed occupied during the Setup.
- Tower Vision: An occupied Tower makes 2 Noise for each Threat happening 1 hex away (Visible Actions, Bodies). Remove any Bodies spotted as normal (Dropped keys are not removed). Towers do not cause Visible Actions to fail.
- Attacking Towers: A Ninja can attack a Tower with any Kill Action in range. This Action can not be spotted even if normally Visible. Turn the Tower to its unoccupied side.
- Occupying Towers: The Daimyo may use an Order to move a Spearman within 2 hexes to occupy an unoccupied Tower. An Officer is required to use the Order as normal. Remove the Spearman and flip the Tower to its occupied side.
Accidents
Accident Tokens are placed on Bushes during Setup. They can not be picked up by Ninjas or moved. Add the Accident Bonus Card to the Bonuses. A Ninja may use the Accident Bonus to discard an Accident Token from their Bushes. If an Accident Bonus has been programmed when there is no Accident Token present, the Kill Action is not executed but the Noise penalty still applies.
Saving the Game Between Missions
After finishing a Mission you can easily save the state of a Chapter playthrough, if you want to finish the Chapter later. Place all Toolbelt Items, Tactics Cards and Coins in a separate ziplock bag for each side. You only need to write down which Missions the Ninjas won and which Missions the Daimyo won.
Changing the Number of Players
It does not cause a problem if, after finishing a Mission, a Ninja player has to leave or a new Ninja player arrives. (As long as you have 2–6 players remaining.) Make sure to check the rules 'Playing with fewer than four players' if needed. If the Daimyo player leaves, a Ninja player will have to take their place.
Tactics Guide
- Shadow Tactics is a one-versus-many game with a lot of player interaction and mind games. Your success is based on the reaction of the opposing side. If one side plays significantly better, that can affect the experience negatively. We recommend balancing the two sides by not choosing the least or most experienced player for the Daimyo, but a player of average skills.
- You may also need balancing with the overall skill level of the group. Typically it's easier to play the Daimyo in a group that's just learning how to play.
- It is very important for Ninjas to communicate! It is much better for Ninjas to make plans openly in front of the Daimyo than to not discuss anything at all. As Ninjas become more experienced they can learn when and how to be more subtle.
- Only 1/6th of the Noise Threshold Cards have a Noise limit of 1. But half of the Noise Threshold Cards are 2 or lower. Ninjas should usually plan their round to make 0–1 Noise. However, keep in mind Ninjas need to take some risk to finish the Missions in time.
- If the Alarm has been raised stopping it is normally the highest priority. Ninjas should use Lure and Stun Actions to stop the Alert Guards from finding them at the end of the round. Be careful with taking Bonuses in rounds with Alarm as Patrol or Order Reactions can very easily be used to find the Ninjas.
- It is usually best for the Daimyo to act as early as he can. Only program on a later slot if you are confident you can disrupt the Ninjas' plan by acting between their turns.
- Alert Guards can never go back to Calm. But can be Stunned until the end of the round or killed.
Optional Rules
Speedrun—Optional Rule
This additional rule is recommended in case you feel the pace of making decisions is too slow to enjoy the game.
Set a timer for two minutes. In the Programming Phase slots (including the Daimyo's) should be filled in two minutes each. If one is not, give a Noise advantage to the opposing side for every two minutes spent on filling the current slot. Apply this Noise advantage during End Phase to the regular Noise level.
Cheatsheet
The printed Index (page 27 of the rulebook) is a page-number lookup and is not transcribed here.
Game Round Overview
1. PROGRAMMING PHASE: program one Action Card/character
- May add a Bonus or Toolbelt Item
- During Alarm (and only in Alarm) the Daimyo must use the Alarm slot.
- The Daimyo can not use slots with Trio Tokens.
- Players may not discuss tactics after they have programmed their card.
2. EXECUTION PHASE: execute cards in order
3. ONLY IN ALARM: Search the Bushes with Alert Guards
- For each Ninja found the Daimyo gains 1 Glory
- For each Guard,
- make one Noise and
- wound all Ninjas in front of them.
4. END PHASE:
- Check for Alarm:
- Draw a Noise Threshold Card (adjust for Quiet and Commotion)
- If the Alarm has just been raised the Daimyo gains 1 Glory. If the Alarm was already active and continues the Daimyo does not gain this Glory!
- Draw a Noise Threshold Card (adjust for Quiet and Commotion)
- Check for victory in this order
- If the Glory Limit is reached the Daimyo wins
- If the Ninjas' mission is completed the Ninjas win
- If Time Limit is reached the Daimyo wins
- Adjust Noise Tokens and Guard States in the following order:
- Flip all Noise Tokens to their gray side
- All Stunned Guards turn Alert.
- All Distracted Guards turn Calm.
- Check for Trios.
- Players get discarded Action Cards back if they have used a Refresh Action or have only one card left in their hand.
Reminder for Alarm
- Also use red Daimyo Action Cards
- Only Alarm slot for the Daimyo
- Alert Guards Search the Bushes
Guard State Reference
| Distract | Stun | Make Alert: Witness a Visible Action | Make Alert: Find a Body | Find Ninjas (Search the Bushes) | End Phase | |
|---|---|---|---|---|---|---|
| Stunned Guard | No effect | No effect | Not possible | Not possible | Does not search | Become Alert |
| Distracted Guard | No effect | Become Stunned | Not possible | Not possible | Does not search | Become Calm |
| Calm Guard | Become Distracted | Become Stunned | • Become Alert • +1 Noise/Guard • Fail the Action • +1 wound/Guard |