Game Info
Year
2024
Players
3-5
Age
10+
Playtime
30 min
Complexity
3.5/5
Collection
Your Tier
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Description
A tactical card drafting game where players assemble ninja teams by placing characters visibly or hidden to score points.
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 1
This page: 1
Sentiment:
pos 0 ·
mix 1 ·
neu 0 ·
neg 0
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Video AmMbefCoHSM
Brains On Games Review at 0:15 sentiment: mixed
video_pk 86952 · mention_pk 226589
Click to watch at 0:15 · YouTube ↗
Overall sentiment (raw)
mixed
Pros
- The Japanese theme and art fit well with ninjas
- Two decks add replayability
- Clear card designs and front/back row mechanics
- Forces memory and math in a fun way
- Playable with 3-5 players and 30-45 minutes
Cons
- Feeling of being slain can frustrate players
- Not playable with 2 players
- Prototype components may change
- Drafting may not be for everyone
Thematic elements
- secrecy, placement, ninjas
- Japanese ninja-themed tournament with secrecy and scoring
- competitive, calculation-driven
Comparison games
- Yokai Septet
Mechanics (from transcript analysis)
- Card Drafting — Seven cards dealt per player; you select one to play and pass the rest to the next player.
- Deck Manipulation — Blue deck offers straightforward play; red deck adds secrecy and interaction.
- Front Row / Back Row Tableau — Cards placed in front or back rows with row-based effects and space limits.
- Initiative and Slain — Each card has an initiative value; the highest or lowest influences who is slain; slain tokens adjust points.
- Memory — Remember passed cards and calculate remaining deck composition to optimize choices.
- Memory and Mental Math — Remember passed cards and calculate remaining deck composition to optimize choices.
- Pick and pass drafting — Seven cards dealt per player; you select one to play and pass the rest to the next player.
- Secrecy (Red Deck) — Red deck adds secrecy; some cards grant points based on your secrecy total or cause you to be slain if secrecy is low.
- Temporary vs Pride Points — Round-based temporary points can go negative; final Pride points determine end of round.
- Two-Deck Replayability — Blue deck offers straightforward play; red deck adds secrecy and interaction.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Pride of ninja is light in terms of the complexity of the rules but the interactions between the Cards and the importance of their placement might push it up to the lower end of medium when we're talking about this the Strategic complexity of the game
- it's a pick and pass drafting game
- the two decks adds to the replayability
- memory is a super important skill here
- the theme and the artwork I think work really well for this game
References (from this video)
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