WELCOME MIGHTY) NINIS!
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OVERVIEW)
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‘competing to see who is the cant ca
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‘um, you'll create a house filled with pedis,
Rrra eceen esata (uy Ye to
them. You earn treasure for challenges that
you beat and earn bonus treasure for beating
Ninia Turn:
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3. Defeat the House - The active Ninja uses Skill Dice to beat
Pesce
4, Push-your-Luck - The active Ninja may reroll Skill Dice as
‘many times as they dare
Play continues until the active Ninja beats the house, chooses to
eat ee ae
Peon
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“The active Ninja (the player withthe Skil Dice alerts everyone
COMPONENTS: that they are ready to roll, “Ninjas, Ready, Roll”, and at
es Reena a a ace mts
F oi aaeuiad ieee erent reer ae
Ces oes Prarie anal a
Serene
Do not move the dice; eave the dice where they land!
ess
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Pee ae teed
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Pern oe
Stesliretsurcy
Starting with the player who rolled the House Dice
ICE: pun Pecos ameter Yer!
DELICE Rage vaseed tin 2 ae i ire a
‘The active Ninja faces three types of challenges in a house which Aline on the front edge of the die and any one Skil
is created by rolling the black House Dice. vow PROSE TS ern Rasen
Tenn Gem aE
by that arrow (See Fortune Die below). The player who rolled
the arrow may steal one treastire from the player who rolled
=r a the target die! Note: Skill Dice saved from a previous rol can
be the farge of an arrow: Hourglass Dice from a previous rol
‘The active Ninja beats the House challenges by using skills gained ‘cannot be targeted.
Cie lieeien es i
ee tener Mee ee
Dice. One Catch Die will protect you from all arrows
this rol. Even if one of your dice can be targeted by
PRP 20 arrow you cannot have treasure stolen from you
catch ST
Afterall arrows have their targets and any treasure is stolen,
pick up all non-hourglass Threat Dice and set them aside.
In this example, the red arrow can target the blue arrow or the
ra
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ret
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bie arrow can only target the active Nj, bu he ole a cath
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SETUP
ach player takes 3 “copper” 1 point treasure tokens.
FT Ae a ACCC uo acre
active Ninja (first player) and receives all 5 Skill Dice.
Dee eee eee cr enn
Buse cad
Every player (except the first player) takes one Threat Die (in @
"player game take two Threat Dice) Set any extra Threat player (ihe active Ninja rolled a catch). Orange chooses the red
lee aside for now. Foard Pees na ee me od
GAUEPLAY Ea eos a aa Se
ey
‘Ninja Dice is played in three rounds. Each round, every player a
par cea erat net cpio ae at Ree ere nec a ees
ee eT ee ad cement ares og ne es
peer Penson terest ih
erie is ‘Once there are a otal of four hourglasses the ative
ee Ninja is captured and thelr turn is immediately over.
Sr teee aa ri oe
Pe echieaoLu se Atos
Skil
ND ote og ne aes
challenges. Note that a Wild Die can act as any one skill,
PrerineePere erin nant crane OMe
‘one skill to beat one challenge. Challenges are overcome as
cle
Deca nrg
1 Sneak or 1 Fight beats 1 Guard
Reese seed
PO!
or resident you must use all
Sneak Dice or all Fight Dice.
You cant fight some and
ee na
eer ee an
villned ther hres Fight Dicer thes TG
Sneak Dice to beat them. Ifyou face both
guards and residents, you can fight the CE WY
‘guards and sneak past the residents, or
Vice versa, Or you can beat all guards
Be arcu ee ce rr
Tare et ee eee ree eta
house they collect treasure based on the difficulty of the
‘house and their turn is over. They also collect bonus treasure
Faire ng eee enna)
Fo per eh
eT aaa
rence
ree aaa
eae on
Perey ar Ly
et eae ee
rea
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1 treasure foreach House Die that they have the skills to bea.
er ere
am oat ie
ac aa cag
a ea
Coe Renee
remains unbeaten. You will gt 1 treasure for each Howse Die you
beat if you choose to Run Avvay and end your turn
pEGENIC)
Fortune Dice target Fight, Sneak, Pick and Wild Dice even a die
saved from a previous roll), The Fortune Die hasa line on the
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res
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‘Match up the Fortune Die withthe skill you want it fo boost by
‘moving the Fortune Die next to the Skill Die. That skill now
acts exactly as ifyou had rolled four dice of that skill. Ifyou
bboost a wild skill, it becomes either four fight, four sneak
Peoria sce ers
Dc een es Tm
1s posse that more than one fortune can target the sme kl
je. Two fortunes would boost one skill to eight ofthat skill,
Coit net es
“The active Ninja can choose any of their Skill Dice to reroll.
They may choose dice just rolled as well as dice saved from a
Pe Neen dey
as they wish on any part ofthe playing area (fortune results
‘must physically remain next to the kill they boost). Ifa skill
that is boosted by a fortune is reroll, the matched Fortune
Die must also be rerolled. Unmatched Fortune Dice cannot
be saved, Strategically arranging saved Skill Dice may help the
Cee cm eater
Before the active Ninja reroll, hand out the remaining Threat
eee ens ea ees
distributed counter-clockvise starting with the player to the
Penge eae ae
hhave a Threat Die, In a2-player game give the player a second
eee eee ee ted
in future push-your-luck rll
“The active Ninja alerts everyone that they are ready to roll and
rolls their Skill Dice at exactly the same time that all other
players roll their Threat Dice, “Ninjas, Ready, Roll!”
Play continues until the active Ninja ether beats the house,
chooses to stop, ora total of forse hourglasses are rolled. Once
rg et ene Ree Ea)
their turn is immediately over. They get no treasure!
SU UN ra dy enna ted
PL gue gon reece es ed
‘Threat Dice are distributed among all non-active players and
Conn otto
Scoring) 5
Cale 1 treasure fom the supply each DD for each
Lemaire mer ae es ao
‘you beat all challenges of a four die house,
collect | additional treasure, for a five die house @
Dome ee etc
‘asix die house and collect 3 additional
rence
Teen sae cars
collect 1 bonus treasure!
(EREDITS)
ea ceeded
eco re ae aS cee ene cis
Coe
Editing and Proofreading: Todd Goodman, Courtney Keay
Graphics Design: Todd Goodman, Shawn Hayden, Kieran
eons
er ue a rete!
Publisher: Greenbrier Games LLP
Rac tee ered
Play Testers: Julie, Theresa, Shawn, Urayoan, Geoff, Greg,
‘Todd, Michael, Mike, Lisa and many more. Thanks to all!
ee esa