Goooood morning, campers! I hope you got plenty of sleep last night, because Sensei Saru has a full day of training in store for you! So study your lessons well, and be quicker and craftier than your fellow campers, as Sensei only invites the best to be his personal apprentices. Will it be YOU?!
One of the Small Box/Big Fun line of games from Action Phase Games, Ninja Camp pits animal martial artists against one another in a training exercise where the best will become the personal ninja apprentice of Sensei Saru. Each player starts with two cards, each representing a ninja skill, with the rest of the deck making up the game board. By using the cards in their hand, players navigate the board, adding new skills to their hand as they do—and leaving fewer movement options for their fellow campers. Each player also has a unique ninja ability that he can use once per game to try to turn the game in his favor. A game that sets up and plays in thirty minutes or less, Ninja Camp is sure to provide hours of fun for families and future ninjas!
Ninja Camp - How To Play
- Quick setup and teaching time
- Plays quickly
- Tactical movement
- Multiple choices
- Cool meeples
- Training to become a ninja
- Ninja camp
- Hey That's My Fish
Mechanics (from transcript analysis)
- Card Drafting — You're picking up cards that let you move in certain ways. Every time you move one of your pawns, you pick up the card that you left.
- Grid Movement — The whole grid is of cards is like the training grounds that you set out.
- Set Collection — You want to get to the cards that are going to benefit you the most while planning to figure out how you're going to move the future.
Video topics + discussion points
Quotes (from this video)
- It's very tactical movement, you're planning ahead every time, you have multiple choices.
- The whole grid is of cards is like the training grounds that you set out and all the cards are individual ninja Maneuvers like evade or stealth or Shadow or leap and those let you move around the grid differently and every time you move one of your pawns you pick up the card that you left.
- It's almost like the second best player would win right.
- I want to make a game where second place wins.
- It's kind of like American Idol Meets the Avengers.
- The supernatural Heroes they use magic but they're not that great at it so every time they use it they get a really big really good effect on the front but they curse themselves it's like a little side effect.
- The theme behind this one is that the the villain is a ghost and It's haunting your local gaming store and this is literally my local gaming store.
References (from this video)
- The game offers different skill cards with unique movement abilities.
- Clan special abilities provide a one-time powerful effect.
- The tie-breaker rule favors the player who took the last turn.
- Trap cards clog up the hand and reduce the score.
- Cannot move onto, over, or through wall cards.
- Cannot place meeples on the same card or on walls.
- Proving oneself as a talented pupil to become a personal apprentice by competing against other ninjas showing superior speed and skill.
- Ninja Camp
Mechanics (from transcript analysis)
- Grid Movement — Players move their ninjas onto cards in a grid known as the training ground.
- Hand Management — Players play skill cards from their hand to perform actions, and collect cards into their hand.
- Set Collection — Players collect skill cards to gain points at the end of the game.
- Take That — The Ambush skill allows a player to move onto an opponent's space, pushing them one space in the direction of movement.
- Variable player powers — Each player has a unique Clan card with a special ability that can be used once per game.
Video topics + discussion points
Quotes (from this video)
- Sensei saru will accept only the most talented pupil as his personal Apprentice in order to prove yourself you must compete against the other ninjas in the Camp showing Superior speed and skill
- And that's everything you need to know to play Ninja Camp