Tiny Ninjas: Heroes
Tiny Ninjas: Heroes Rulebook
Table of Contents
Table of Contents
Components
- (x1) Transforming Gamebox
- (x1) ITEM Box
- (x2) EP Markers
- (x8) SHIELDS
- (x1) TN Die
- (x2) 2P Reference Cards
- NINJA DICE: (x8) UNIT Dice, (x6) HERO Dice
- (x1) Rulebook
- (x1) APOCALYPSE Playmat
- (x2) UNIT QuickRef Cards
- NINJA CARDS: (x8) UNIT Cards, (x12) HERO Cards
- (x1) D6 Die
- (x1) D4 Die
- (x2) FOG Cubes
- (x1) ZOMBIE QuickRef Card
- (x1) APOCALYPSE Reference Card
- (x18) POINT Tokens
- (x10) ZOMBIE Tokens
- (x4) POTIONS
- (x36) ITEMS
Contents Overview
- GENERAL (2P): 2P Setup, 2P Round Phases, EP/MP/HP, Abilities, Units, Heroes, Perks, Items, Potions, Shields, TN Die, Combat Icons
- APOCALYPSE (1P): Intro, 1P Setup, Spawn Roll, 1P Round Phases, Zombie Roll, Fog, Zombie Attack (Objectives, Priority), Zombies, Zombies (Additional Rules), Tokens, Zombie Wave, Scoring, Ranks
- BONUS CONTENT: Advanced Rule: Rest; Variant 2P Modes (Blitz & Rumble); Variant 1P & 2P Mode (Freestyle); Achievements, 1P Final Scores
2-Player Setup
- Shuffle the ITEM Cards and lean them, face-down, in one side of the ITEM Box to form a draw pile. The other side is for the discard pile.
- Randomly determine which Player will go first (Player 1, or P1). P1 will play as BLUE. Player 2 (P2) will play as RED. P1 places the Blue EP Marker on the 0 in the P1 Energy Area. P2 places the Red EP Marker on the 1 in their P2 Energy Area.
- Players take their starting components: 4 UNIT Dice, 4 UNIT Cards, 2 Potions, and 2P Reference Card.
- Players select a HERO and take the corresponding HERO Die and HERO Card. Players also take a HERO Card corresponding to their opponent's HERO to reference their opponent's ABILITIES.
- Ninja Dice Placement:
- A) Use the Ninja Dice to represent your Ninjas in the Arena (4x7 Grid). Rotate the dice faces so that the number showing equals their Starting HP Value, shown in the top left corner of their Ninja Card.
- B) P1 places one of their Ninjas within the P1 Starting Area. P2 then does the same in the P2 Starting Area. Placement continues in this way, alternating between players, until all Ninjas for both players have been placed in their corresponding Starting Areas.
- Players each place 3 SHIELDS in their Shield Storage. Players each start with 1 SHIELD placed in their Shield Area. (See SHIELDS)
- After setup is complete, P1 starts the first ROUND as the Attacker.
Areas of the play surface: Dice Rolling Area; P1 / P2 Shield Storage; P1 / P2 Shield Area; P1 / P2 Energy Area; P1 / P2 Starting Area.
2-Player Setup Examples
An ITEM is shown discarded in the example for demonstration purposes only. The ITEM Box discard pile would be empty at the very start of a game.
In situations where there is not a lot of table space, Players may use a compact configuration: the ITEM Box can be placed right within the Dice Rolling Area. Each Player takes 1 UNIT QuickRef Card to replace their 4 UNIT Cards. All Cards can then be held in hand and the game can be played entirely inside of the box. Play Anywhere. Play Everywhere!
Gameplay / 2P Round Phases
Battles take place over a series of ROUNDS in which one Player is the Attacker and the other is the Defender. Players alternate between these roles in subsequent ROUNDS. Each ROUND has five phases: Income, Move, Action, Attack, and Defend.
1. INCOME
Attacker gains 1 EP (Energy Point) and 1 ITEM.
2. MOVE
Attacker gains and immediately uses 3 MP (Movement Point).
- Ninjas cannot move through or jump over each other.
3. ACTION
Attacker may take up to 3 ACTIONS from this list:
- Buy one SHIELD at the cost of 2 EP.
- Discard any 2 ITEMS to gain 1 EP.
- Use an ITEM or POTION.
- Activate a Support Ability.
These ACTIONS can be done in any combination.
4. ATTACK
Attacker may activate a single Attack Ability.
- Attacks only damage ENEMIES. ENEMIES are any of the opponent Ninjas.
- Attacks cannot damage ALLIES. ALLIES are any of your own Ninjas.
- Some Attacks can damage more than one Ninja.
- You cannot attack through another Ninja.
- If an Attack cannot be made, the ROUND ends here.
5. DEFEND
Defender may attempt to reduce the Attacker's damage by:
- Using one or more SHIELDS, and/or
- Activating one or more Defend Ability.
Defending against damage is optional. The Defender can choose not to defend and lose HP instead.
When all phases are complete, the ROUND ends, and Players switch roles. Attacker becomes Defender. Defender becomes Attacker. Then, a new ROUND begins. ROUNDS continue until one Player's HERO has been defeated.
Energy Points (EP)
In battle, players will accumulate Energy Points (EP), which they use to purchase SHIELDS (2 EP), use ITEMS, and activate ABILITIES. Players track EP in their respective Energy Area using their EP Marker. A Player's EP can never exceed 5.
The cost of activation is indicated by the EP icon. If a 0 is displayed then there is no EP cost to use the ITEM/ABILITY, though it still requires an action to activate it.
Movement Points (MP)
Movement Points (MP) are used to move Ninjas around the Arena. Once MP are gained they must be used immediately. MP cannot be saved to use at a later time. Any unused MP are forfeited.
- Use 1 MP to move 1 SPACE horizontally or vertically.
- Use 2 MP to move 1 SPACE diagonally.
Health Points (HP)
Each Ninja has a starting value of Health Points (HP), shown on their Ninja Card. Their HP cannot exceed this value. Players track each Ninja's HP on its respective die. The number showing on the die represents that Ninja's HP. As you lose or gain HP adjust the die face to reflect current HP value. The next lower number is on the side of the die connected to the bottom of the current picture. This arrangement allows Players to more easily adjust the dice by simply pressing on the top side of a die face to rotate it down by 1.
- When a Ninja loses all of its HP, it is defeated.
If a UNIT (Solo, Archer, Master, or Panda) is defeated, it is removed from the Arena and the game continues. In other words, UNITS are expendable. When a HERO is defeated, however, the game ends. Whoever defeats their opponent's HERO first, wins!
Abilities
Each Ninja has two ABILITIES, listed on their respective Ninja Card. There are three types of ABILITIES (Support, Attack, or Defend), which can be identified by the icon to the left of the ABILITY name. The type of ABILITY also determines when it can be activated in a ROUND.
- Support Abilities can have a variety of effects. Activated during the ACTION phase.
- Attack Abilities use TARGET and RANGE to damage ENEMIES. (See COMBAT ICONS) Activated during the ATTACK phase.
- Defend Abilities allow the Defender to reduce the Attacker's damage. Activated during the DEFEND phase.
Players cannot activate the same ABILITY more than once per ROUND. ABILITIES that cost 0 EP still require an ACTION to activate.
Units
There are four basic UNITS that will accompany your HERO into battle. UNIT Dice each have 2 Ninjas on them: Solo and Panda share a UNIT Die; Archer and Master share a UNIT Die.
- Solo has 1 HP and a very strong attack. BLINK allows Solo to trade SPACES with any other ALLY.
- Archer has 2 HP and a strong attack. EAGLE EYE provides a stronger, full range attack.
- Master has 4 HP and a medium attack. TORNADO can damage multiple ENEMIES. TORNADO does not damage ALLIES.
- Panda has 5 HP and a weak attack. BEAR HUG allows Panda to defend ALLIES by taking the damage for them. Any damage to Panda must be resolved before BEAR HUG can be activated.
Heroes
- Legend has 6 HP and is an all-out brawler. RAMPAGE allows both attacks to roll twice for damage. Legend is recommended for new players.
- Cat has 6 HP and is a well-balanced fighter with extra defense. CATNIP provides an extra 1 MP every MOVE. Cat is recommended for new players.
- Turtle has 6 HP and is a strategic defender with powerful BATONS. Specializing in defending and supporting his ALLIES.
- Queen has 5 HP and is a menacing powerhouse. Amplifying damage dealt to ENEMIES and unleashing a devastating attack if defeated. In APOCALYPSE, BOMB VOYAGE deals damage to all ZOMBIES it hits, so make sure you include these damage points when scoring! TERRIFY only works if an attack deals at least 1 damage.
- Monkey has 6 HP and is a devious tactician that can forcibly move an ENEMY Ninja into a different SPACE. In APOCALYPSE, SCAVENGE activates every INCOME even if you choose to take 1 EP instead of 1 ITEM. SUPLEX cannot be used to move an ENEMY to an occupied SPACE or to move an ENEMY outside the Arena. (SUPLEX examples are shown in diagrams: the Monkey, the ENEMY before SUPLEX, and the ENEMY after SUPLEX.)
- Baby has 3 HP and packs a double whammy. If Baby is defeated, they respawn in the same SPACE as Tantrum Baby with 3 HP. In APOCALYPSE, PICKY EATER only activates when you choose to gain 1 ITEM during your INCOME, not when you gain 1 EP. In a 2-player game PICKY EATER activates every INCOME. Excess damage doesn't carry over from Baby to Tantrum Baby.
Perks
In addition to two ABILITIES, each HERO has a special PERK that gives them a unique edge in battle. It is important to remember the PERK for your HERO. If a Player forgets to use their HERO'S PERK, then its effects are forfeited for that ROUND. PERKS do not require an ACTION to activate.
Items
ITEMS provide Players with a variety of positive effects that can be combined with ABILITIES to form epic combos.
ITEMS are generally gained during INCOME and used during ACTION. 2 ITEMS can be sold (discarded) during ACTION to gain 1 EP.
All ITEMS are all one-time use and are played, face up, into the discard pile. There is no limit to how many ITEMS a Player can have in their hand. If there are no ITEMS left in the deck, reshuffle the discard pile to form a new deck.
- SMOKE BOMB: Can be used to move (not steal) an ENEMY SHIELD. SHIELDS/FOG must remain in the same Shield Area.
- KUNAI: Can only be used on Attack Abilities. Cannot be used on PERKS.
- POWER SCROLL: In a 1-Player game (APOCALYPSE) costs 1 EP. In a 2-Player game costs 2 EP. (Note: in the v3.0 APOCALYPSE booklet the Power Scrolls are removed from the ITEM deck during setup.)
The QUANTITY ICON on an ITEM card represents how many cards of that ITEM type are in the deck.
Potions
Potions are used and can be sold just like ITEMS. The only difference is that Potions are not gained during battle, instead Players each start with 2 Potions and cannot gain any more. Remember to remove the Potions each time the ITEM deck is reshuffled.
Shields
SHIELDS are used to reduce 1 or 2 damage from an opponent's ATTACK. Players can only gain a SHIELD during their ACTION by either: (A) buying a SHIELD for 2 EP, or (B) using a "Shield" ITEM. Immediately after gaining a SHIELD, the Player takes a SHIELD cube from their Shield Storage and places it in an available space in their Shield Area. The four spaces in the Shield Area represent the four LANES of the Arena (Lane 1, 2, 3, 4). Players can each place a maximum of 1 SHIELD per LANE. Once in place, a SHIELD may be used to defend an ALLY that is in the same LANE as the SHIELD. When a SHIELD is used, Defender rolls the TN Die to determine the effectiveness of the SHIELD: White reduces 1 damage. Black reduces 2 damage.
SHIELDS are one-time use. When a SHIELD has been used, or destroyed, return it to Shield Storage.
Remember, SHIELDS can only ever be placed by an Attacker and only ever be used by a Defender.
TN Die
The Tiny Ninjas Die, or TN Die, is color-blind friendly and can be rolled to produce three different sets of results based on color or symbol.
ROLL REQUIRED: Players will have to roll the TN Die when using a SHIELD and for some ABILITIES. Roll the TN Die if the ABILITY you are activating has a blank line ( __ ) in the description. One of three ROLL ICONS will specify the results to look for: WHITE/BLACK, ORANGE/GREEN/PURPLE, or ONE/TWO/THREE.
The numbers that appear inside of the ROLL ICON circles represent the effect values for each resulting roll. For example, if the icon shows Orange and Green with a value of 1 and Purple with a value of 2, rolling Orange or Green would produce a value of 1. Rolling Purple would produce a value of 2.
Alternately, some ABILITIES do not require a roll of the TN Die. The effect value of the ABILITY is shown right in the description. Examples of this are Master's TORNADO or Panda's STAFF.
Combat Icons
TARGET
Attack Abilities can TARGET in either four or eight directions, indicated by one of three icons. Ninjas can only attack in the directions that they can TARGET. Most Attack Abilities will deal damage in a single direction of your choosing, but a few can target multiple directions and deal damage to multiple ENEMIES.
- HORIZONTAL or VERTICAL: 4 directions
- DIAGONAL ONLY: 4 directions
- ANY DIRECTION: 8 directions
RANGE
RANGE is measured in SPACES and specifies the effect distance of an Attack Ability. Attack Abilities have a RANGE of 1, 2, or F. "F" stands for FULL RANGE, meaning the attack can hit any SPACE in the directions it can TARGET. Damage from an Attack Ability hits the first Ninja within RANGE. In other words, you cannot "shoot through" a Ninja to hit another Ninja behind it. TARGET and RANGE icons are found together in the ABILITY description. (Examples 1, 2, 3 are shown in diagrams, where the attacking Ninja's SPACE is blue and the SPACES within RANGE of the Attack Ability are yellow.)
APOCALYPSE (1-Player Game)
The sun has set. The air is crisp. The forest lays quiet. Too quiet. Darkness washes overhead and a dense fog rolls in. Suddenly groans and shrill screams fill your ears. They're here. You are surrounded by the undead. You have no way of escape. The situation is dire. Defeat as many ZOMBIES as you can before your HERO inevitably falls.
An understanding of the rules up to this point is required to play APOCALYPSE.
In APOCALYPSE, you control four UNITS (Solo, Archer, Master, and Panda) and a selected HERO. Additionally, you will control the spawning, movement, and attacks of the ZOMBIES using an OBJECTIVES and PRIORITY system. The game ends when the ZOMBIES defeat your HERO. Tally your points for each ZOMBIE killed and earn a large point bonus for each ZOMBIE WAVE defeated (i.e. one of each type: Solo, Archer, Master, and Panda). Record your results with each HERO and try to beat your own high scores!
In addition to the main components, you will also require the: Zombie Playmat, D4 Die, D6 Die, Fog Cubes, Zombie Tokens and Point Tokens.
1-Player Setup
- Remove the 3 Power Scrolls from the ITEM deck. Shuffle the remaining ITEMS and place them, face down, to form a Draw pile. Leave enough room for a Discard pile. (The main rulebook text instead says: shuffle the ITEM Cards and lean them face-down in one side of the ITEM Box, the other side being for the discard pile.)
- You will play as BLUE and the ZOMBIES will play as RED. Select a HERO and take your starting components: 1 HERO Die, 1 HERO Card, 4 UNIT Dice, 4 UNIT Cards, 2 POTIONS, 1 SHIELD, and the APOCALYPSE Playmat.
- SPAWN ROLL: Spawn the ZOMBIES, one at a time, in this order: Solo, Archer, Master, Panda.
- Place your 5 Ninja Dice within the P1 Starting Area. Place 1 SHIELD within your Shield Area. Place your EP Marker on 1 in your Energy Area. (The v3.0 booklet words this as: place your 5 Ninjas in the Player Starting Area; start with 2 health potions, 1 EP, and 1 SHIELD; place your SHIELD and then start a ROUND.)
- Start the first ROUND.
1-Player Setup Examples
An ITEM is shown discarded in the example for demonstration purposes only. The ITEM Box discard pile would be empty at the very start of a game.
In situations where there is not a lot of table space, a Player may use a compact configuration: the ITEM Box can be placed right within the Dice Rolling Area. Player takes a UNIT QuickRef Card to replace their 4 UNIT Cards. They also take ZOMBIE QuickRef Card and APOCALYPSE Reference Card; these two cards contain all the information on the APOCALYPSE Playmat. The APOCALYPSE Playmat can then be turned upside down and tucked underneath the gamebox so only the GRAVEYARD areas are showing. Stack the ZOMBIE Tokens and store the Point Tokens for end game. All Cards can then be held in hand and the game can be played entirely inside of the box. Play Anywhere. Play Everywhere!
Spawn Roll
The SPAWN ROLL is used to determine where a ZOMBIE will be placed in the Arena. ZOMBIES are spawned at their starting HP. (See ZOMBIES)
Roll both the D4 Die and TN Die.
- The D4 Die determines LANE, from left to right, as either 1, 2, 3, or 4.
- The TN Die determines SECTION as either Black (Top) or White (Bottom).
If the SPAWN ROLL results in a SPACE that is already occupied by a ZOMBIE, then bump the current ZOMBIE forward by one SPACE in that LANE to make room for the newly spawned ZOMBIE. Only ZOMBIES can be bumped in this way. If one of your Ninjas is blocking a SPACE where either a ZOMBIE would spawn or be bumped then redo the SPAWN ROLL.
In subsequent ROUNDS, make a SPAWN ROLL to respawn ZOMBIES of the same types defeated in the previous ROUND. Each ROUND must start with all four ZOMBIES in play.
(The Black SECTION is at the top of the Arena, the Player Starting Area is in the middle, and the White SECTION is at the bottom.)
1P Round Phases
Similar to a 2-player game, single player APOCALYPSE is played over a series of ROUNDS divided into phases. Unlike in a 2-player game, ROUNDS in APOCALYPSE have 9 phases instead of 5. This is because you will control both your own Ninjas and the ZOMBIES.
- SPAWN ROLL: If any ZOMBIES were slain last ROUND, respawn them now. Roll the D4 and TN Dice to determine respawn location. If all four ZOMBIES are still in play, then skip this phase.
- ZOMBIE ROLL: Roll all 3 dice: D4, TN, and D6. Place FOG cubes. Determine which ZOMBIE will attack.
- ZOMBIE ATTACK: The attacking ZOMBIE gains 3 MP, then attacks by following the OBJECTIVES and PRIORITY system.
- DEFEND: (Optional) Use SHIELDS and/or activate Defend Abilities to reduce damage being caused by the ZOMBIE attack.
- INCOME: In APOCALYPSE, for your INCOME, you choose to gain either 1 EP or 1 ITEM. You do not gain both!
- MOVE: Gain 3 MP.
- ACTION: Take up to 3 ACTIONS. Any combination.
- ATTACK: Activate a single Attack Ability.
- FOG: If you attack a ZOMBIE in a LANE with FOG, then reduce the damage of your attack by 1.
When all phases are complete, a new ROUND begins. ROUNDS continue until your HERO is defeated.
Zombie Roll
The ZOMBIE ROLL uses all three dice: D4 Die, TN Die, and D6 Die.
The D4 Die determines which ZOMBIE will attack. 1 is Solo, 2 is Archer, 3 is Master, 4 is Panda.
The TN Die determines the effect of the ZOMBIE ATTACK. Refer to the attack information for each ZOMBIE on the APOCALYPSE Playmat or ZOMBIE QuickRef Card (the ZOMBIE's Attack Ability on their Card or on the Playmat).
Fog
The D6 Die determines FOG placement.
FOG acts like a SHIELD for the ZOMBIES. As the ZOMBIES shamble out of the forest, they hide in the dense, shifting FOG. The FOG makes it difficult to see the ZOMBIES, protecting them from your attacks. If you attack a ZOMBIE in a LANE with FOG then your attack will deal -1 damage.
Each ROUND, as part of the ZOMBIE ROLL, roll the D6 Die, and place the two FOG Cubes in the FOG AREA (one space per LANE, Lanes 1-4 left to right) based on this chart:
| D6 roll | FOG placed in Lanes |
|---|---|
| 1 | 1 and 2 |
| 2 | 1 and 3 |
| 3 | 1 and 4 |
| 4 | 2 and 3 |
| 5 | 2 and 4 |
| 6 | 3 and 4 |
FOG always respawns at the start of every ROUND, as part of the ZOMBIE ROLL, even if it was destroyed by an ITEM in the previous ROUND.
Zombie Attack
ZOMBIES attack using an OBJECTIVES and PRIORITY system. Unlike the standard UNITS, ZOMBIES only have a single Attack Ability. Refer to the ZOMBIE Cards or Playmat to familiarize yourself with these various Attack Abilities.
Once the ZOMBIE ROLL has determined which ZOMBIE will attack, you will determine how it will carry out this attack by referring to the OBJECTIVE list (below). The attacking ZOMBIE gains 3 MP to complete the highest OBJECTIVE on this list, where #1 is the highest and #5 is the lowest. A ZOMBIE can only complete one OBJECTIVE per ROUND.
Zombie Objectives (v3.0 booklet)
- Attack a Ninja that IS NOT being protected by a SHIELD AND Move to a LANE with FOG.
- Attack a Ninja that IS NOT being protected by a SHIELD.
- Attack a Ninja that IS being protected by a SHIELD AND Move to a LANE with FOG.
- Attack a Ninja that IS being protected by a SHIELD.
- If an attack cannot be made, MOVE toward the Ninjas, and into a SPACE that is protected by FOG.
ZOMBIES get as close to their targets as possible before attacking. In other words, ZOMBIE ARCHER or ZOMBIE PANDA will move to within 1 range to attack, rather than attacking from a distance, but only if they are able to. They are ZOMBIES, after all -- they rush you!
(The main rulebook text, which predates this list, describes the same system in three steps: OBJECTIVE #1 ATTACK -- it is most important for a ZOMBIE to move within range of a target and make an attack; the ZOMBIE gains 3 MP and you must determine how many Ninjas are within range of it. OBJECTIVE #2 UNSHIELDED -- ZOMBIES will always target unshielded Ninjas over shielded ones, and will move out of a LANE with FOG, if needed, to attack an unshielded Ninja. OBJECTIVE #3 FOG -- FOG protects the ZOMBIES so they will always try to complete the other OBJECTIVES while staying in / moving to a LANE with FOG.)
Zombie Priority
SOLO > ARCHER > HERO > MASTER > PANDA
SOLO is highest PRIORITY, PANDA is lowest PRIORITY.
If the attacking ZOMBIE is able to complete the same OBJECTIVE for more than one target, determine which Ninja it will attack based on PRIORITY order. ZOMBIES always attack the highest PRIORITY Ninja possible while completing, in order, as many OBJECTIVES as possible (following the instructions of the highest OBJECTIVE possible).
In a situation where the attacking ZOMBIE has more than one possible MOVE to attain the exact same OBJECTIVE and PRIORITY, you decide which MOVE the ZOMBIE takes. (The main rulebook text instead says: the ZOMBIE attacks from the SPACE that requires the least amount of MP to get to; if there is still more than one SPACE, assign each a color and roll the TN Die to decide where the ZOMBIE will move to. In its example, Zombie Solo targets Legend; Lanes 1 and 4 have Player SHIELDS, Lanes 2 and 4 have FOG; Zombie Solo attacks diagonally and can move to 2 different SPACES to attack Legend, so the Player assigns one SPACE white and the other black.)
If the attacking ZOMBIE cannot get close enough to a Ninja to attack, it will instead move as close to the nearest Ninjas as possible and try to end its movement in a LANE with FOG.
Zombies
ZOMBIES have the same starting HP as their UNIT counterparts. Rather than gaining EP or having ABILITIES, ZOMBIES have just a single, powerful attack. Attack details are found on the APOCALYPSE Playmat or ZOMBIE QuickRef Cards.
Zombie Solo, Zombie Archer, and Zombie Panda all have attacks which roll for damage and target in ONE direction. Zombie Master differs in that he rolls for number of directions to target. If the ZOMBIE ROLL results in PURPLE and Zombie Master, then he will target and attack in TWO directions!
Zombie Master will target 2 shielded Ninjas over 1 unshielded Ninja. Zombie Master will leave a LANE with FOG in order to attack 2 Ninjas, rather than staying in a LANE with FOG and attacking 1 Ninja. Zombie Master will leave a LANE with FOG in order to attack 2 unshielded Ninjas, rather than staying in a LANE with FOG and attacking 1 shielded Ninja and 1 unshielded Ninja. (v3.0 booklet: if the ZOMBIE ROLL results in PURPLE and ZOMBIE MASTER, he will, if possible, ignore the OBJECTIVE list and leave a LANE with FOG in order to deal damage to any two targets, SHIELD or no SHIELD.)
Exceptions to the Main Rules (v3.0 booklet)
All other phases and rules are the same as the main rules, with these exceptions:
- During your INCOME you must choose either 1 EP or 1 ITEM. You don't get both!
- If the ZOMBIE ROLL results in PURPLE and ZOMBIE MASTER, the ZOMBIE MASTER will, if possible, ignore the OBJECTIVE list and leave a LANE with FOG in order to deal damage to any two targets. SHIELD or no SHIELD.
- Shuriken ITEM can destroy FOG.
- Smoke Bomb ITEM can move FOG.
- BABY's PERK (Gimme Gimme) only works when you choose to take an ITEM rather than EP during your INCOME.
- MONKEY's PERK (Ransack) still works even if you choose to take EP instead of an ITEM during your INCOME.
- QUEEN's PERK (Explode) deals damage to all ZOMBIES it hits, so make sure you include the points from this damage when calculating your final score.
Zombie Tokens
When you slay a ZOMBIE, place a ZOMBIE Token in the GRAVEYARD area of the Playmat on the ZOMBIE type that you killed, to track how many of each ZOMBIE type you've defeated. These will be used to tally your score at the end of the game. The ZOMBIE Tokens are double-sided to ensure you have plenty to mark the hordes of ZOMBIES you are destined to defeat!
Zombie Wave
When you have defeated one ZOMBIE of each type, you will have completed a "ZOMBIE WAVE". In addition to the points for defeating individual ZOMBIES, there is a large point bonus for each ZOMBIE WAVE, so try to complete as many as possible!
End Game Scoring
Use the Point Tokens to tally your score after your HERO is defeated.
| Item | Points |
|---|---|
| Per remaining EP | 1 pt. |
| Per remaining ITEM | 1 pt. |
| Per missing HP on ZOMBIES * | 1 pt. |
| Per completed ZOMBIE WAVE | 10 pts. |
| Per defeated ZOMBIE SOLO | 2 pts. |
| Per defeated ZOMBIE ARCHER | 3 pts. |
| Per defeated ZOMBIE MASTER | 5 pts. |
| Per defeated ZOMBIE PANDA | 8 pts. |
* Score points on any damage to remaining ZOMBIES.
Ranks
| Points | Rank |
|---|---|
| 00 - 25 | NOVICE |
| 26 - 39 | ADEPT |
| 40 - 52 (v3.0 booklet: 40 - 54) | CHAMPION |
| 53 - 64 (v3.0 booklet: 55 - 64) | HERO |
| 65+ | IMMORTAL |
BONUS CONTENT
Looking for more of a challenge? More variety? The following contains additional rules and game modes intended for more experienced Players of the game. Enjoy!
Advanced Rule - Rest
REST is an extra step taken at the end of a Player's ATTACK which adds another layer of depth and strategy to gameplay. After the Attacker has activated an Attack Ability for one of their Ninjas, they will place a REST CUBE on the Ninja that just attacked. That Ninja will not be able to attack again until another ALLY has attacked. In other words, you cannot attack with the same Ninja twice in a row. This rule does not apply if only a single ALLY remains. A Ninja marked with a REST CUBE can still use Support Abilities and Defend Abilities.
Use spare game cubes as REST cubes. When playing a 1-Player game, use a spare SHIELD cube. When playing a 2-Player game, both Players can use a FOG cube.
Variant Mode - Blitz
OBJECTIVE: Defeat the ENEMY HERO. The first Player to do this, wins!
RULES
- Players select a HERO that starts with -2 HP. (Players both roll D6 Die. Highest roll selects and attacks first.)
- PERKS are inactive in this mode.
- Players select an OPTION for their starting UNITS: OPTION A or OPTION B (the options are shown on the Reference/rulebook page; one of them is Master, Solo, Archer, Panda).
- Players each start with 1 SHIELD and these 8 ITEMS: Shield (x2), Agili Tea (x2), Kunai (x2), Power Scroll (x1), Shuriken (x1).
- During a Player's INCOME they only gain 1 EP.
- No additional ITEMS are gained in this BLITZ mode.
- With these exceptions, BLITZ is played like a regular 2-Player game.
Disclosure: the source text lists only "Master, Solo, Archer, Panda" for the options; the contents of the other option were shown graphically and are not present in the available text.
Variant Mode - Rumble
OBJECTIVE: Defeat ALL ENEMY NINJAS. The first Player to do this, wins!
RULES
- Players take turns selecting 1 HERO.
- This is repeated until both Players have 3 HEROES. (Players both roll D6 Die. Highest roll selects and attacks first.)
- All PERKS are active for all HEROES in the Arena.
- When a HERO is defeated, their PERK is no longer active.
- Players select an option for their starting UNITS: OPTION A or OPTION B (one of them is Solo, Panda, Archer, Master).
- With these exceptions, RUMBLE is played like a regular 2-Player game.
Disclosure: as with Blitz, the second option's contents were shown graphically and are not in the available text.
Variant Mode - Freestyle
General rules applicable to both 1-Player & 2-Player Freestyle:
- Players start with Points, which are tracked using Point Tokens.
- All Points are spent at the start of each game to purchase NINJAS and ITEMS using the PRICING LIST. Points can't be spent during battle.
- Players can only make purchases from available components. (Example: a Player purchasing two Solo cannot purchase a Panda because Solo and Panda share the same dice.)
- When a HERO is defeated their PERK becomes inactive.
- During INCOME Players will gain 1 EP only.
- No additional ITEMS are gained in this FREESTYLE mode.
- Selling ITEMS in this mode is not allowed!
- SHIELDS can still be purchased for 2 EP.
- PERKS for Baby and Monkey are inactive in FREESTYLE as they pertain to ITEMS. Instead, Baby and Monkey each come with 1 SHIELD that must be placed in the Shield Area before battle starts.
- A Player loses only if ALL of their ALLIES are defeated.
1-Player Freestyle
SELECT YOUR DIFFICULTY / OBJECTIVE:
- (Easy) Defeat 1 ZOMBIE WAVE. (Start with 80 Points)
- (Normal) Defeat 2 ZOMBIE WAVES. (Start with 120 Points)
- (Hard) Defeat 2 ZOMBIE WAVES. (Start with 100 Points)
- (Doom) Defeat 3 ZOMBIE WAVES. (Start with 120 Points)
Rules specific to 1-Player Freestyle:
- IMPORTANT: Advanced Rule "REST" is mandatory in 1P FREESTYLE.
- Player starts with 1 EP and only what NINJAS and ITEMS are purchased.
- ZOMBIES always respawn. Even if you have defeated enough of that ZOMBIE type to complete your objective.
Additional ZOMBIE A.I. for Freestyle: If more than one of the same NINJA type can be targeted, completing the exact same OBJECTIVES, then a ZOMBIE will attack the NINJA that requires less MP to get to. If they are the same distance away, the ZOMBIE attacks the NINJA with the fewest remaining HP. If they are still the same, assign each target a color and roll the TN Die to decide the ZOMBIE'S target.
2-Player Freestyle
OBJECTIVE: Defeat ALL ENEMY NINJAS. The first Player to do this, wins!
Rules specific to 2-Player Freestyle:
- Players both start with 100 Points.
- Randomly determine which Player will go first (P1).
- Players take turns making purchases, starting with P1, and ending when both Players have spent all their points.
- With the exception of the rules mentioned here, all other 2P rules apply.
- Begin the first ROUND with P1 as the Attacker.
Freestyle Pricing List
| NINJAS | Cost |
|---|---|
| HERO | 30 |
| PANDA | 20 |
| MASTER | 15 |
| ARCHER | 8 |
| SOLO | 5 |
| ITEMS | Cost |
|---|---|
| SHIELD | 4 |
| POTION | 3 |
| SMOKE BOMB | 3 |
| SHURIKEN | 2 |
| POWER SCROLL | 2 |
| ENERGY SHARD | 2 |
| KUNAI | 1 |
| AGILI TEA | 1 |
2-Player Achievements
- Win without using any POTIONS. They can still be sold.
- Playing Baby, win without ever respawning as Tantrum Baby.
- Playing Monkey, win and activate SUPLEX at least 3 times.
- Playing Legend, roll for max damage (4) with SHOCKWAVE.
- Playing Cat, win without ever activating NINE LIVES or CATNIP.
- Playing Turtle, defeat 2 ENEMIES at once with Batons.
- Playing Queen, win with the damage from BOMB VOYAGE.
- Defeat 3 ENEMIES at once with Master's TORNADO.
- Win without buying any SHIELDS for 2 EP. Shield ITEM still useable.
- Win while only ever using 2 MP during your MOVE instead of 3 MP.
- Win without ever using Panda's Bear Hug.
- Win by landing the finishing blow with Panda's Staff.
- Win with your HERO starting at -2 HP.
- Win without using any ITEMS. Selling ITEMS is still allowed.
- Win without having Solo.
1-Player Achievements
- Earn 50+ points without using any potions.
- Earn 40+ points without having Solo.
- Earn 40+ points while gaining 2 MP each MOVE instead of 3 MP.
- Earn 50+ points without using any ITEMS. POTIONS are allowed.
- Earn 50+ points starting at -3 HP. Player decides how -3 HP is spread.
- Earn 30+ points with ZOMBIES always hitting their strongest attack.
- Earn 70+ points in a single game.
- Earn 55+ points in a single game while REST is active.
- Deal 1 damage to all 4 zombies with Master's TORNADO.
- Defeat 3 ZOMBIE WAVES in a single game.
- Defeat 2 ZOMBIE WAVES in a single game while REST is active.
- Win in FREESTYLE on the Easy difficulty.
- Win in FREESTYLE on the Normal difficulty.
- Win in FREESTYLE on the Hard difficulty.
- Win in FREESTYLE on the Doom difficulty.