Setup
Deal animal cards face-up in a 4x4 grid to form Ninja Camp.
Shuffle all animal cards and lay them out face-up in a 4x4 grid. This grid is called Ninja Camp. Place any remaining cards face-down beside the grid as the draw pile. Gaps created during play are filled from the draw pile.
Setup
Each player begins with a set of identical starting move cards.
Each player starts with the same small hand of basic move cards (e.g., cards that allow movement of 1 step orthogonally). These cards form the nucleus of each player's deck and determine initial movement options.
Setup
Each player places their ninja token on any outer-edge card of the camp grid.
Before the first turn, each player in reverse turn order places their ninja token on any face-up card along the outer edge of the 4x4 camp grid. Multiple ninjas may not start on the same card.
Turn structure
On your turn: play cards to move, collect the card you land on, then draw back to hand size.
A player's turn has three steps in order: (1) Play one or more cards from your hand to move your ninja token across the camp grid according to those cards' movement abilities. (2) Collect the animal card your ninja token ends its movement on — take it from the grid and place it in your personal discard pile. (3) Draw cards from your personal deck (shuffling your discard if needed) back up to your hand size limit.
Movement
Cards played from your hand determine how and how far your ninja can move.
Each animal card has a movement ability printed on it describing how many steps and in which directions your ninja may move (e.g., orthogonally, diagonally, any direction, leap over cards, etc.). You play cards from your hand before moving; the combination of cards played determines the total movement options available on that turn. You must move at least one space and may not stay on your current card.
Movement
Adjacent means directly neighboring — orthogonally or diagonally, depending on the card played.
Cards that allow orthogonal movement let your ninja move to cards directly above, below, left, or right of the current position. Cards that allow diagonal movement let your ninja move to cards at the four diagonal corners. Some cards specify 'any direction', allowing all eight neighbors. Movement is always within the current state of the camp grid; gaps (empty spaces) count as impassable unless a card ability specifically allows leaping.
Movement
Empty spaces in the camp grid are impassable unless a card explicitly allows leaping over gaps.
When cards are collected from the camp grid, gaps form. A ninja cannot move through or land on an empty gap during normal movement. Certain animal cards grant the ability to leap over gaps or other ninjas; these exceptions are printed explicitly on the relevant cards.
Resource management
When your ninja lands on a card, you take that card and add it to your discard pile.
After completing your movement, remove the animal card your ninja token is standing on from the camp grid and place it in your personal discard pile. This card becomes available to draw into your hand in future turns, granting you its movement ability.