NARUTO NINJUTSU







INTRODUCTION
Card game for 2 players. 
Naruto Theme: A Combat between 2 Ninjas. 

DISCLAIMER
Naruto is a licensed, trademarked, copyrighted property. 
This is merely a fan site. 

VICTORY
Defeat your opponent by reducing his/her Stamina to Zero. 

THE DECK
Players share a common deck. 

CHARACTERS
Each player must pick one Character. 

CHARACTER STATS
Each Character has 14 Basic Stats:
Name
Rank
Sex
Village
Attack
Defense
Stamina
Speed
Tactics
Skill
Convert
Taijutsu
Ninjutsu
Equipment

ATTACK & DEFENSE
Stats used to inflict and avoid loss of Stamina. 

JUTSU
A Card Type. 
A Jutsu is a single Fighting Maneuver or Technique. 
Basically all Attack or Defense cards or cards played in Form Phase. 

FIGHTING STYLES
The 2 main types are: Taijutsu and Ninjutsu
Taijutsu is the physical Martial Arts.
Ninjutsu is Magical arts of Displacement.
Other less common Styles include:
Genjutsu: Illusion 
Kekkai Genkai: Advanced Bloodline Techniques
Elemental Control: Usually of one type, such as Earth, Wind, or Fire.

RANKS
Genin = Student Ninja
Chonin = Intermediate Rank Ninja
Jonin = Full Fledged Ninja, often an instructor. 
Hokage = Leader of a Ninja Village

VILLAGE
Where you live. 
For Example: Leaf Village

CHAKRA
Mental Energy needed to perform certain Jutsu.
Stamina can be converted into Chakra. 

STAMINA
Capacity to withstand wounds and fatigue. 
A measure of health, endurance, and willpower. 

FATIGUE
How much exhaustion you have incurred. 

WOUNDS
How much lethal damage you have sustained. 
The term Damage is also used to refer to Stamina that 
Is converted into Wounds. 

ENERGY TOKENS
Stamina, Chakra, Fatigue, and Wounds are referred to as the Energy Traits. 
Use a common set of Tokens to keep track of these. 
These are called Energy Tokens (ET). 
Each player has 4 Piles, one for each trait. 
At the start of the game, all of your Tokens are in your Stamina Pile. 

BONUS ENERGY TOKENS
These Tokens must look different from your normal Energy Tokens. 
They are used to boost Chakra and Sometimes Stamina. 
If they are ever caused to go to the Fatigue or Wound Piles, they 
Are removed from your piles entirely. 

CONVERT
This stat represents how much Stamina you may convert to 
Chakra in a single turn. 

TACTICS
This stat represents the ability to act. 
A player with higer Skill draws more cards. 

SKILL
This stat represents the ability to react. 
A player with a high Tactics has more options and bigger hand size. 

SPEED
This Stat represents the Characters ability to put together Combos and 
Make multiple attacks, moves per turn. 

EQUIPMENT
A measure of how much Equipment the Ninja is carrying with him. 
This includes things like knives, Throwing Stars, Paper Bombs, Etc. 
Everytime you use a card with an Equipment cost your Equipment level is 
Reduced until you can no longer play any more such cards. 

CHARACTER LIST NOTATION
R/G/V = Rank/Gender/Village
A/D = Attack/Defense
C/S = Convert/Speed
T/K = Tactics/Skill
J/N = Taijutsu/Ninjutsu 
X/E = Stamina/Equipment 
Genin = G; Jonin = J
Male = M; Female = F
Leaf = L; Mist = M; Sand = S

CHARACTER LIST
Character:	R/G/V	A/D	J/N	C/S	T/K	X/E	Notes:
Naruto 		G/M/L	2/2	3/2	3/2	2/4	17/10	Nine Tail Fox Demon
Susuke		G/M/L	3/3	3/3	4/4	3/5	20/10	Sharigan Eye
Sakura		G/F/L	2/2	2/4	5/2	3/6	14/10	Intelligence
Kakashi		J/M/L	5/6	4/6	5/4	4/8	30/10	Copy Ninja
Zabuza		J/M/M	6/4	4/4	5/3	3/7	34/10	Demon of the Mists
Haku		G/M/M	3/4	2/4	5/6	3/5	15/10	Water & Ice
Rock Lee	G/M/L	4/4	5/1	1/5	3/5	25/10	Perseverance
Garaa		G/M/S	2/3	2/3	5/2	2/4	16/10	Sand Demon


SETUP
Players pick 1 Character each. 
Shuffle the deck. 
Each player is dealt a hand of 6 cards. 
The biggest Naruto fan present decides who gets to go first. 
Each player fills up his Stamina Pile. 

TURN SEQUENCE
Players take turns. 
Each turn has 8 Phases: 
Event Phase
Tactics Phase
Chakra Phase
Form Phase
Attack Phase
Defense Phase
Resolution Phase
Recovery Phase

EVENT PHASE
Some cards are played in this Phase. 

TACTICS PHASE
Draw X cards from the deck. 
X is equal to your Tactics Trait. 
If the deck runs out, shuffle the discard and draw from it. 

CHAKRA PHASE
You may convert Stamina into Chakra.
Move Energy Tokens (ET) from your Stamina Pile to your Chakra Pile.
You cannot move more Tokens than your Convert Trait.  
You also cannot reduce yourself to zero Stamina. 
If you don’t do any converting this turn, you may 
Discard 1 Card & draw 1 Replacement. 

FORM PHASE
Some Jutsu cards (per card text) are played in this Phase.

ATTACK PHASE
You may decide not to attack and skip to Recovery Phase. 
Note: Some card effects prevent you from attacking. 
The current player is the attacker.
Your opponent is the defender.  
You may play up to X Jutsu Attack cards from your hand. 
X is equal the Characters Speed Stat. 
To play a Jutsu card, you must pay its cost in Stamina or Chakra. 
Move Tokens from your Stamina or Chakra pile to your Fatigue Pile. 

DEFENSE PHASE
Your opponent may play X Jutsu Defense cards from his hand. 
X is equal the Characters Skill Stat.
To play a Jutsu card, the defender must pay its cost in Stamina or Chakra. 

RESOLUTION PHASE
Compare your (attacker) Modified Attack Rating (MAR) to the 
Modified Defense Rating (DAR) of your opponent (Defender). 
If your rating is higher, he loses Stamina equal to the difference.
He moves ET from his Stamina Pile to his Wound Pile. 
If it is equal lower, he may counterattack.
In a counterattack, if the defender has a higher MAR then your DAR, you 
Suffer wounds equal to the difference. 
Players may play additional Jutsu cards in the Counterattack. 
Note: An opponent who cannot defend cannot play Defense Jutsu and 
has a Defense Rating of Zero

RECOVERY PHASE
Recover 1 Stamina: Move 1 Token from your Fatigue Pile to your Stamina Pile. 
If you did not attack this turn, you may Recover 1 Additional Stamina.
Max hand size is X cards. Discard excess cards. 
X is equal to your Skill Stat. 

CARD LIST NOTATION
A = Attack 
D = Defense 
A/D = Attack/Defense
Time = When the Card can be Played
C = Chakra
S = Stamina
E = Equipment
SK = Skill
TT = Tactics
TJ = Taijutsu
NJ = Ninjutsu
x = Variable
Req = Requirement 
ET = Energy Tokens
BET = Bonus Energy Tokens
ST = Special Technique 
D1C = Draw one card when played
AP = Attack Phase
DP = Defense Phase
ADP = Attack or Defense Phase
CP = Chakra Phase
Any = Any Phase
TP = Tactics Phase
EP = Event Phase
FP = Form Phase
UENT = Until End of Next Turn
RP = Resolution Phase
VP = Recovery Phase
IOX = If opponent suffered any damage this turn…
Missiles = Possibility of Miss: Flip a coin: If Tails then Attack is +0
Poison = If attack does damage, target takes 1 Wound on his turn for rest of game
Distract = Opponent must discard 2 Random cards
Stun = If attack does damage Opponent cannot Attack next turn
Confuse = Opponent cannot Attack or Defend this turn.
Immobilized = Opponent cannot Defend Next Turn & is auto hit by Missiles
LAOH = Look at Opponents Hand
RFG = Remove this card from game when played

BASIC COMMON DECK CARD LIST
Card Name:		Cost	A/D	Req	Time	#	Notes:
Special Technique I	x	x	x	x	2	-
Advanced Technique II	x	x	x	x	2	-
Natural Technique III	x	x	x	x	2	-
Unique Technique IV	x	x	x	x	2	-
Secret Technique V	x	x	x	x	2	-
Missile Attack		1E	2/-	NJ1	AP	4	-
Taijutsu Attack		-	2/-	TJ1	AP	4	-
Taijutsu Defense	-	-/3	TJ1	Any	4	-
Body Substitution 	1C	1/4	NJ1	Any	4	UENT
Ninjutsu Deception	1C	1/1	NJ1	Any	2	Opponent Confused
Information Gathering	1C	1/1	NJ1	Any	2	UENT; LAOH


NARUTO SPECIAL TECHNIQUE LIST
#	Technique		Cost	Time	Notes: 
I	Nine Tail Fox		0	CP	If Naruto has 13+wounds gain 10 BET Chakra
II	Sexy Jutsu		1C	FP	Male Opponent Distracted
III	Multi Clone Jutsu	3C	ADP	Gain A+3 & D+3 For 2 Turns
IV	Harem Jutsu		4C	FP	Male Distracted and Gain A+3 & D+3 UENT
V	Believe It!		0	Any	Draw 2 cards

SAKURA SPECIAL TECHNIQUE LIST
#	Technique		Cost	Time	Notes: 
I	Cut Loose		0	Any	Gain D+4
II	Shuriken Strike		2E	AP	Missile Gain A+4
III	Kunai Cast      	3E	AP	Missile Gain A+6
IV	Fit of Rage     	1S	AP	Gain A+4
V	Intelligence		0	Any	Draw 3 Cards

SASUKE UCHIHA SPECIAL TECHNIQUE LIST
#	Technique		Cost	Time	Notes: 
I	Chakra Ball		4C	AP	Gain A+10
II	Shadow Shuriken		3E	AP	Missile Gain A+6
III	Flamethrower Mouth	2C	AP	Gain A+6
IV	Detect Movements  	1C	Any	Negate a Jutsu used by Opponent
V	Sharingan Eye		3C	Any	Copy any Jutsu used by Opponent this game

KAKASHI SPECIAL TECHNIQUE LIST
#	Technique		Cost	Time	Notes: 
I	Summon Ninja Dogs	2C	AP	Gain A+3 Opponent Immobilized
II	Lightning Blade		3C	AP	Gain A+10
III	Hypnotic Eye    	1C	AP	Opponent Confused
IV	Detect Movements  	1C	Any	Negate a Jutsu used by Opponent
V	Sharingan Eye		3C	Any	Copy any Jutsu used by Opponent this game

HAKU SPECIAL TECHNIQUE LIST
#	Technique		Cost	Time	Notes: 
I	Pinpoint Accuracy	2C	AP	Missile Gain A+2 & Stun
II	Flying Water Needles	1C	AP	Missile Gain A+4
III	One Handed Seals	0	AP	Skill +1 & Draw 2 cards
IV	Incredible Speed  	2C	Any	Gain D+8 & A+2 UENT
V	Demonic Ice Mirrors	5C	Any	Gain A+2 & D+2 for 4 Turns

ZABUZA SPECIAL TECHNIQUE LIST
#	Technique		Cost	Time	Notes: 
I	Giant Sword     	1S	AP	Gain A+7 
II	Create Mist		2C	AP	Opponent Confused
III	Water Clones    	3C	Any	Gain A+2 & D+4 for 2 Turns
IV	Water Prison      	2C	AP	Opponent Immobilized
V	Water Torrent		3C	AP	Gain A+8 Stun

ROCK LEE SPECIAL TECHNIQUE LIST
#	Technique		Cost	Time	Notes: 
I	Never Give Up		0	Any	If Lee has 15+ Wounds gain 10 BET Stamina 
II	Leaf Spinning Wind	3S	AP	Opponent Confused
III	Shadow Leaf Dance	1S	AP	Other Atk cards played this turn get A+3
IV	Leaf Violent Wind	2S	AP	Gain A+4 Stun
V	Extreme Lotus		4W	AP	Gain A+10 Stun

GAARA SPECIAL TECHNIQUE LIST
#	Technique		Cost	Time	Notes: 
I	Sand Barrier    	2C	Any	Gain D+6
II	Sand Armor      	3C	Any	Gain D+10
III	Sand Burial     	2C	AP	Gain A+6 Immobilize
IV	Sand Coffin     	3C	AP	Gain A+10 Immobilize
V	Madness         	0	Any	Gain 10 BET Chakra


ADVANCED CARD LIST
If you want to rotate in cards with the Basic Deck: 
Card Name:		Cost	A/D	Req	Time	Notes:
Throw Needles		1E	1/-	NJ1	AP	Missiles
Spit Needles		1E	1/-	NJ2	AP	RFG
Poison Needles		4E	1/-	NJ2	AP	Missiles Poison
Needle Bells		3E	1/-	NJ1	AP	Missiles Distract 
Paper Bomb		5E	3/-	NJ1	AP	Missiles Distract RFG
Meditate		0	-/1	NJ1	CP	Gain 3 BET of Chakra
Experience		0	x	TT4	ADP	Gain A+3 or D+3 UENT
Grinding Attack		1S	-	TJ3	RP	IOX cause extra 4 Wounds
Sealing Jutsu		1C	1/1	NJ1	ADP	UENT
Throw Kunai		4E	4/-	NJ1	AP	Missiles
Throw Shuriken		2E	2/-	NJ1	AP	Missiles
Cut Loose		0	-/2	TT2	DP	D1C
Hand Seals		0	-	NJ2	CP	Gain 4 BET of Chakra
Transformation		1C	-	NJ1	FP	Confuse
Shadow Clone Jutsu	2C	2/2	NJ1	ADP	UENT
Clone Decoy		3C	2/2	NJ2	FP	Confuse UENT
Crushing Fist		2S	3/-	TJ3	AP	Stun
Palm Strike		0	2/-	TJ1	AP	-
Deflect			1S	-/2	TJ2	DP	Missile Cards Auto Miss
Tekken Iron Fist	1S	3/-	TJ1	AP	-
Dodge			0	-/1	TJ1	DP	Missile Cards Auto Miss
Substitution		3C	2/4	NJ2	DP	UENT
Axe Kick		2S	4/-	TJ1	AP	-
Backhand Blow		1S	3/-	TJ1	AP	-
Roundhouse Kick		1S	2/-	TJ1	AP	Stun
Know Secret		0	-	-	Any	LOAH DIC RFG
Rage			0	2/-	-	Any	Gain 2 BET Stamina
Rapid Movement		2S	1/3	TJ2	DP	UENT
Super Leap		2S	X	TJ2	ADP	Gain A+3 or D+3 
Run Up Wall		1S	1/2	NJ1	ADP	UENT
Combo Attack		0	-	SK2	AD	Skill +1 & D1C
Guard			0	-/2	TJ1	DP	-
Sweep			0	1/-	TJ1	AP	Stun
Roll			1S	-/2	TJ1	DP	D1C
Analysis        	0	-	NJ1	TP	Search Deck & Keep 1 Card
Concentrate Aura	0	-	NJ2	CP	Convert 3 Stamina to 3 Chakra
Counter Attack		3	2/3	NJ1	DP	D1C
Healing Pose		0	-	-	VP	Convert 2 Wound to 2 Fatigue
Momentary Rest		0	-	-	VP	Convert 2 Fatigue to 2 Stamina
Support Ninja		0	-	-	TP	RFG Gain 5 EP




LINKS
Naruto Fans

DESIGNERS NOTES
My son is a big fan. 










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