GAME ELEMENTS: • 20 tiles • 30 Technique - Spiele

Welcome, Player! Below you can find the ruleset to play NINJA CATS , although you do not have to read it – you can watch the instructional videos available on our YouTube channel! GAME ELEMENTS: ELIMINATING MEEPLES At the end of every turn, the players have to check if any meeples are eliminated. An eliminated meeple is a meeple surrounded only by empty tiles with a Samurai icon and/or tiles occupied by other meeples (including your own!). The tile occupied by the meeple in question is not taken into account – the only tiles counted for the purposes of elimination are the ones surrounding it. 
20 tiles 
30 Technique Cards 
4 meeples 
4 double‐sided Clan Cards WHAT IS THE GOAL OF THE GAME AND HOW TO ACHIEVE IT? The goal of the game is to eliminate every meeple belonging to your opponents. Eliminated meeple (to be removed) The winner’s meeple Important! In a game with 3 or more players you have to start eliminating meeples belonging to the player to your left. In this case, if your meeple has been eliminated, you give it to the closest player on your right, who is still in the game. The first person to score 2 trophies in a game with 3 or more players wins. HOW TO PREPARE THE GAME? Shuffle the tiles and randomly arrange them on the table in such a way, that none of them has a visible Samurai icon. The arranged tiles should create a shapely six‐
sided polygon (hexagon). The owner of an eliminated meeple gives it
to the player to his right as a trophy
This rule is here to prevent a situation when several players form an alliance to eliminate a single player. Divide the Technique Cards in such a way to create 5‐card sets. No card icon in a given set is permitted to repeat! Every player takes 1 meeple and 1 corresponding Clan Card. In a 2 player game, the players take 2 meeples and 2 corresponding Clan Cards. Next, the players cover the sets so that icons are not visible and everyone takes a random set. The remaining cards have to be shuffled to create a deck to draw cards. Starting from a randomly chosen player, everyone puts a single meeple on an unoccupied tile, all done clockwise. The player who put their meeple first also starts their turn as the first. HOW DOES A PLAYER TURN LOOK LIKE?
Discard the used card and take a new one from the draw deck.
Choose one of your non‐eliminated meeples (if you have more than one).
Check to see if you eliminated a meeple (including your own!). Place one of the cards from your hand on the table so that everybody can see which card you decided to play. IMPORTANT! If several meeples fulfill the conditions for elimination, you have to choose the order of elimination. This may result in a meeple not being eliminated after all, which will change the course of the game.  Alarm a tile next to a tile occupied by a meeple of your choosing by switching it to the Samurai side.)IMPORTANT! YOU CANNOT ALARM A TILE OCCUPIED BY ANOTHER MEEPLE OR CONTAINING THE SAMURAI ICON! The player to your left starts their turn. Important! If you cannot draw a card due to the draw deck being empty, shuffle the discarded cards and create a new draw deck. If the alarmed tile has the same symbol as the card you chose to play, you must apply it's effect – it's an obligatory action (See: Card Effects). CARD EFFECTS Alarming If the alarmed tile shares it's symbol with the card played, you must apply it's effect (if it is possible in a given situation). Choose an unoccupied tile without a Samurai icon within the range defined by the card and alarm it by flipping it to the other side. The alarmed tile now has a Samurai icon. There are 2 types of effects represented by icons. These are: Movement Perform movement by the number of tiles not larger than the number of arrows on the card. All card effects, not counting movement, must absolutely be applied unless it is impossible to do so! Movement is defined by moving a chosen meeple to the neighboring tile not occupied by another meeple (you can freely move on the tiles with the Samurai icon!). Movement is the only card effect that you can choose not to perform. And that's it! If you are not sure if you understood the rules properly, visit our YouTube channel where you can find a video tutorial with game examples. TournamentRules
If you're hosting a Ninja Cat tournament or league, after every match you need to write down the number of tiles without the Samurai icon. This is the number of Small Points scored by the winner. The sum of Small Points decides how matchmaking looks like and/or can decide who wins the tournament/league in case of a tie in the number of matches won. Playingwithmoremeeples
If you have two game sets and additional meeples, you can play the game in a way that lets you: 
have 5‐8 players play with a single meeple 
3 players play Additionally, meeples should be placed within a certain radius – every next meeple belonging to a given player should be placed not farther than 3 tiles from the previous one. 2 players play ALL OTHER RULES STAY THE SAME. In a game with more than 2 players, the first player to score 2 trophies wins, in a game with 2 players, the last man standing wins. with 2 meeples per person 
with 4 meeples per person In case of a game like that, the cards and tiles from both sets should be mixed together. Tiles should be arranged like in the picture below (you should have 3 unused tiles). Additionalrules
BRIDGE: During game preparation and after creating the game hexagon, every player (in a randomly determined order) places a Bridge next to any 2 most outward tiles. TEMPLE: During game preparation, shuffle in the 4 Temple tiles and create a standard game hexagon. After that, you should have 4 tiles more than during a standard game. During the game the Temple tile is treated the same as the tile neighboring it, which touches the side of the Temple with the largest number of dots. IMPORTANT! Tiles occupied by a meeple or with the Samurai icon are not taken into account for the purposes of this rule. In this case, the Temple has the properties of the neighboring tile which touches the side of the Temple with the next largest number of dots. Other Temples next to it also aren't taken into account. If all tiles around the Temple are occupied by meeples, have Samurai icons or are other Temples, the Temple is treated as the kind of tile chosen by the player during his turn. During the game, no meeple can enter a bridge or alarm it. It also doesn't protect meeples from elimination if they are next to it and fulfill the elimination conditions (surrounded by other meeples, Samurai icons and the Bridge are still subject to the elimination rule). If at the beginning of your turn your meeple is on a tile next to a bridge, you can discard 2 cards with the same icons in order to draw 1 new card. IMPORTANT! This action can be performed any number of times, but it permanently reduces the number of cards a given player can hold in their hand (this is because the players draw only one card in their turns instead of drawing to have 5 in hand).