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.