WBG Score: 7.5/10
Player Count: 2-5
You’ll like this if you like: Simple little card games with fun scoring.
Published by: Helvetiq
Designed by: 6jizo
This is a free review copy. See our review policy here.
Helvetiq make some amazingly cute little box card games that often work to the same formula. Simple rules. Fun mechanics. Cute art. A small box of fun! Ninjin taps into this classic formula and comes out with yet another hit. It always amazes me how many different games can be made with just a few small cards. But this game feels unique, the game play is addictive, and the simple duel use cards make for a fascinating strategy. Let's get it to the table and I will explain what I mean.
How To Set Up Ninjin
Shuffle the deck and deal three cards face up into a central area to create three piles that will be there for the entirety of the game. The cards will change, but there will always be three piles. Then deal each player nine cards for their starting hand. The remaining cards will not be used in this game. Finally, give each player a reference card showing the order of what cards beats what. in the classic rock-scissors-paper style. Am the only one who says rock-paper-scissors? Why did I have it the wrong way all this time. Anyway...
How To Play Ninjin
Each player will now choose one card from their hand to play, face down. When all players have done this, all players will reveal the card that they played and then order them into numerical order, highest to lowest. Resolve ties using the rock-scissor-paper method. The player who played the highest card will then have first pick at the next stage. This is where players will take one pile from the middle three piles if the card they played can beat any of the top cards in a game of rock-scissors-paper. The number at this stage does not matter. If you can beat more than one top card, you can chose which pile you want. Take the pile you beat and chose and add these cards to your score pile. Then place the card you used to do this into the space where this pile was so there are still three piles. If you play a card that does not beat any of the top three cards, then simply add your card you played on top of any of the three piles. This is how there can sometimes be more than one card in the piles.
This will happen nine times for nine rounds until all players have played all nine of their cards in their hand. Then, total the cards you in your score pile for your final score. Note, some cards have negative numbers.
Is it Fun? Ninjan Card Game Review
Sounds simple, right? And it is. But it's incredibly addictive. When you choose your card to play each round, you need to think about which pile you want to win and if there is also currently a good second or third choice. Does first matter much this round? You only have nine cards; you don't want to waste the good ones when second or third choice is not too bad, or even good. There will be times when first choice could be a big nine points, and then below that, you are looking at negative five. That's a big swing! Others when they are are all similar. These are the rounds you want to pull out the big guns.
But of course, you won't always get things your way. The other players will see the same three choices as you and will also be trying to avoid the negative cards and claim the big points, just as you are. But equally, what you see will not stay the same for long! Let's say you play a six, hoping to get first choice, but if you get second, you don't mind as currently there are two cards you can beat with your six that score you four or five points. Either works. But what if, in a three-player game, the two other players play cards higher, perhaps a seven and an eight? They both take away the cards you were looking at and replace them with a card you can't beat. You now won't score this round. What a waste of a six!
Another interesting thing that can happen in the game is when you cannot beat a card, so you are forced to play your card on top of one of the piles. If there are players after you still to play, you know what card they have played; it is face up. And if their played card could beat your played card and currently no other on the piles, and your played card is a negative card, well, it's a fun choice which pile you will add this to - as you know they will have to take that pile. Perhaps there is a pile with a six on it, and another with a negative four. Well, that's the obvious choice to place your card now! As you know, they will now have to take that pile. Or maybe they could beat that six, but now they have to take a negative card along with it as you have added your card there. It's a bit of take-that that not all players will love, but the games are very short, and this sort of play will be on offer perhaps only once or twice a game. And its more funny than annoying.
The theme of the game is somewhat pasted on. If you are excited about playing some sort of ninja fighting game, this is not the one for you. This is more abstract and about clever hand management, knowing when to play the good cards, and when to hold them back for a more significant round. That said, the art of the cards is fun. The symbology is all very clear and simple, and the bright, vibrant colours make checking which card is worth what very simple.
I would recommend this game to anyone who has enjoyed the Helvetiq small box series before and is looking for a quick, fast, light game to play. It takes up minimal space; we played our first few games on a train table, and it worked great. It is fast to learn, even quicker to teach, and pretty fast to play too. An all-around solid little production.
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