# Ninjas Ninjas Ninjas!
-Written: 2021-02-07 by Zachary Vance
+Written: 2021-02-08 by Zachary Vance. Version [1](/archived/ninjas1.md) 2
-*Ninjas Ninjas Ninjas!* is a fast-paced storytelling game about how damn cool ninjas are, for 3 more or players (instructions are written for 3). It's designed to last 5-30 minutes--how long exactly is up to the players. New events and challenges happen rapidly, and which player is doing what shifts quickly.
+*Ninjas Ninjas Ninjas!* is a fast-paced storytelling game about how damn cool ninjas are, for 3 more or players (instructions are written for 3). It's designed to last 15-30 minutes--how long exactly is up to the players. New events and challenges happen rapidly, and which player is doing what shifts quickly.
-Audience: Unlike my [last two games](/archived.html), *Ninjas Ninjas Ninjas!* is not for complete beginners to storytelling games. There is very little guidance from the rules about what story to tell or how.
+Audience: *Ninjas Ninjas Ninjas!* is not for complete beginners to storytelling games. There is very little guidance from the rules about what story to tell or how.
-Each player controls a young journeyman ninja taking his/her/their final ninja exam. The three ninjas work together as a team to accomplish their goal. At all times one ninja is in **Front**. Front is the "player" who is actively deciding what to do, while the other ninjas throw problems and points at them.
+Each player controls a young journeyman ninja taking his/her/their final ninja exam. The three ninjas work together as a team to accomplish their goal. At all times one ninja is in **Front**. Front is the "player" who is actively deciding what to do, while the other ninjas throw problems at them and reward them with points.
Storytelling focuses on the ninjas being cool, and quick progress. Detailed description always illustrates just how COOL the ninja team and their moves are. It DOESN'T talk about the scenery, plot details, motives and emotions, or whether the enemies are also cool.
-The goals of the game are to accomplish your mission, be super awesome, and throw as many **stars** as possible as quickly as possible.
+The goals of the game are to be super awesome, and throw as many **stars** as possible as quickly as possible.
**Supplies needed**: None, in the worst case. Ideally, each player tracks how many stars they have thrown--you tally in front of you on paper, or take a penny from a stack in the middle whenever you throw a star. If you wish, you can play with a timer. If your group has trouble keeping track mentally, you can also use nine nickels to track throwing stars.
-## Learning
-
-The intended play style is fast, and the game is complex at full speed. At first start slow, and review a **Role** every time you get it. Also, mention why you're passing point starts. After a couple games, players should memorize the rules and Roles, and stop using any written aids. Then, start scoring if you aren't (guessing is fine). You can also use a timer if you want one. Finally, ramp up speed until you're forced to improv (say what you do *before* thinking it through).
-
-Advanced players are encouraged to invent and use ninja hand signals in place of yelling.
+## Suggested Progression
+I've designed the rules to introduce complexity gradually. Feel free to progress faster or not at all, but here are my suggestions.
+- *(Baby Ninjas)* In game 1, play with none of the optional rules, and without keeping track of **stars**.
+- *(Simple Ninjas)* In game 2, add the Exam Score and start keeping track of stars. The goal of *Ninjas Ninjas Ninjas* is to throw as many stars as possible.
+- *(Specialist Ninjas)* In game 3, add Roles. Play 3 games total with Roles, so every player gets to try every Role.
+- *(Real Ninjas)* In game 6, you are now playing the real game. Start ramping up the speed until you're doing things without thinking first.
+- *(Fast Ninjas)* In game 6, add a timer. The timer is explained under Setup and Exam.
+- *(Silent Ninjas)* In game 8, make up your own cool ninja hand signals to replace all the yelling you've been doing.
+- *(Crazy Ninjas)* In game 10, add the Role Swapping rule, which makes things extra crazy. You need to have memorized the Roles already.
## Setup
-One player shouts "Team!". A second player shouts "Mission!". The slowest player is Place.
-- First, decide the **Place**. Do ninjas have naruto powers or they realistic? Are there cell phones? Is your team good or bad? Where does the exam take place?
-- Second, decide the **Team**. Come up with three ninja characters, each different. Everyone else picks a ninja--whoever grabs it first gets it. The **Team** player gets the remaining ninja. Whoever grabbed the very first ninja is in **Front**. I recommend naming ninjas after one-syllable colors (Green, Red, and Blue), and having each player be the same color game to game.
-- Third, decide the **Mission**. What exactly do the three ninjas have to accomplish for their final exam? How complex the mission is determines how long the game will be. If you want to set a timer, match the mission complexity to the timer length.
-
-Stars
-- Each player grabs three **ninja stars**. You never throw stars as Front. Every time you throw a star, it will be to Front. When you throw, you lose a star and they gain a star.
-- Track of how many ninja stars you have in your head, or by counting on your fingers. Ninjas don't talk about how many stars they have. If that doesn't work for your group and players lose track, pass around nine nickles instead.
-- Your goal is to throw stars, not have them.
-
-The Front ninja is the team leader, so they assign each player a unique starting **Role**--**Goal**, **Enemy**, or **Cheat**.
+### Quick start
+One player shouts "Red!". One shouts "Blue!". One shouts "Green!". They immediately start playing.
+
+- The Place is feudal Japan. There are no fireballs, cell phones, guns, or foreigners. Ninjas are super-humanly stealthy, quick, and skilled. Generally the tone is realistic.
+- The Mission is to assassinate the head of a manor without causing property damage, or inconveniencing any house servants. Guards and other family members may be killed.
+- **Red** starts as **Front**. Red is extra stealthy. No one knows what they look like under their hood. They favor knives and darts, don't talk, and are never squeamish.
+- **Blue** is tall and extra fast. He is a bow master who dispatches enemies before they see him. He makes decisions quickly and takes initiative under pressure. He wears a short, practical robe and is a good liar.
+- **Green** is a tactical genius, and physically strong. She talks slowly and favors a long katana. She wears padded armor and keeps her hair long.
+- (Game 6-10) If you want a timer, set it for 30 minutes.
+### Detailed
+One player shouts "Front!" A second player shouts "Team!". The slowest player is Mission.
+- First, **Front** chooses the **Place**. Do ninjas have naruto powers or they realistic? Are there cell phones? Is your team good or bad? Where does the exam take place?
+- Second, decide the **Team**. Come up with three ninja characters, each different. Everyone else picks a ninja--whoever grabs it first gets it. The **Team** player gets the remaining ninja. Whoever grabbed the very first ninja is in **Front**. I recommend naming ninjas Red, Blue, and Green, and having each player be the same color game to game.
+- Third, decide the **Mission**. What exactly do the three ninjas have to accomplish for their final exam? How complex the mission is determines how long the game will be.
+- (Game 3-10) Remember, **Front** assigns Roles before you start.
+- (Game 6-10) If you want to set a timer, **Mission** matches the timer to the mission complexity. 5-30 minutes is a good range.
## Front
One ninja is always **Front**. The are the current team leader and decide what the team does. Attention is on Front. Front's team accomplishes tasks quickly, in cool ways, and then quickly goes to the next step of the plan.
- Front should describe both what the team does, and what's happening in the world.
- Ninjas are cool, skillful, deadly, quiet, efficient, they cheat constantly, and they have perfect teamwork. The point of the game is for the ninjas to show off being as awesome as possible.
-- Front should change often. Whenever Front thinks another ninja should take charge, they just yell "Red, Front!" and now the Red ninja is in Front. They toss Red a **star**. It's coolest if Front puts another ninja in charge when that ninja would be able to handle the situation or next step of the plan better.
-- Front can and should introduce new obstacles, although the other two players will as well. Front is encouraged to introduce single peons and physical obstacles especially, because only Front introduces these.
+- Front should change often. Whenever Front thinks another ninja should take charge, they just yell "Red, Front!" and now the Red ninja is in Front. The old Front throws a **star** to the new front. It's coolest if Front puts another ninja in charge when that ninja would be able to handle the situation or next step of the plan better.
+- Front can and should introduce new obstacles, although the other two players will as well. Front is encouraged to introduce simple obstacles like walls, moats, and individual peons especially.
- If the Front tells you to grab a bucket of water, you run to the well without hesitation--a ninja team trusts each other completely. When members of the team other than the Front do something, they answer "Yes, Front!" or describe it very quickly without detail: "Green runs to the well and tosses Red a bucket". Keeping responses short keeps the attention on Front.
- Front describes what the team does, but they don't explain why. Other players should make an effort to understand Front's plan so they can continue it. Ignoring the previous Front's plan would be lame, and ninjas aren't lame.
- If there's a long lull, another ninja can jump in and describe what's happening in the world, but not what the team does.
-
-## Problem Stars
-- Front doesn't introduce problems using their Role--only the other two ninjas throw stars.
-- **Goal** throws Front a **star** to introduce a new goal, or shift an existing goal. A child might scream in a nearby room--the team needs to save (or gag) them. Or their assassination target might turn out to be an undercover agent, and the real villain is someone else. They yell "Goal" and quickly explain what happened and what the new goal is.
-- **Enemy** throws Front a **star** to introduce a new enemy or event (someone spots you on the roof). Enemies are always people, never physical obstacles. Front or Cheat introduces physical obstacles. An enemy could be a boss, a horde of peons, or a lone watchman ready to sound the alarm. They yell "Enemy" and introduce the new enemy or explain the event. Boss introductions can be a bit more detailed, but still keep the game fast.
-- **Cheat** throws Front a **star** to introduce a twist or surprise. Surprises are consistent with the Place set up at the start, but it might not match the story so far. The car you stole to get away was rigged with remote explosives, or the boss you killed in Act One shows up again looking fine, with your infiltration plan in hand. They yell "Cheat" and quickly explain what happened.
-
-## Point Stars
-- Front never awards points--only the other two ninjas throw stars.
-- When passing point stars, you don't explain why aloud. If you're using physical star tokens, just pass one. If you're not, say "point".
-- If the team accomplishes a goal or defeats a boss, **Goal** throws Front a star. If the team accomplishes a goal, but another player throws in some twist as they would have finished the original goal, Goal should still throw Front a star.
-- If the team does something quickly, **Goal** throws Front a **star**.
-- If the team does something cool, **Enemy** throws Front a **star**.
-- If Front introduces an obstacle, **Enemy** throws Front a **star**.
-- If the team does something skillfully or in a clever way (including cheating), **Cheat** throws Front a **star**.
-- If anyone breaks the game rules, **Cheat** can throw them a **star**, too, even if they're not Front. Don't bother discussing the rules during the game, just keep the pace up.
-- If a ninja **runs out of stars**, they whisper "Ninja Down" or use a hand signal. They are now Front. The old Front immediately swaps Roles with them, permanently. For example, if Front (Red) was Cheat, and Enemy (Blue) runs out of stars, then Blue becomes both Front and Cheat, and Red takes over as Enemy. The new Front is not allowed to switch out again until they get a star again.
-- If **Goal** decides the team has accomplished the main goal, they shout "**PASS!**". The ninjas have passed their final exam and won the game. The game is over.
-
-## Exam Score
-- At the end of the game, **your score is the number of stars you threw**. My recommended method is to make a tally mark whenever you throw a star. This is your individual score. The team score is the sum of the individual scores. If you don't have paper, or don't want to keep track, you can just guess instead.
-- (Optional) The ninjas **fail the final exam** if X minutes pass and they haven't won (I suggest 5 to 30 minutes as a good limit). They also lose one point for each minute that passed before they sucessfully passed their exam.
-
-## Cheat sheet
-As mentioned, you should learn this and stop using it as soon as possible.
+- (Games 1-2 only) If team has accomplished the main mission, Front shouts "PASS!!". The ninjas have passed their final exam and won the game. The game is over.
+
+## Stars (game 1 only)
+- Don't keep track of how many stars you have.
+- Sometimes you will throw a star. You always throw a star **to Front**. You never throw a star as Front.
+
+## Stars (game 2-10)
+- Each player starts with three **ninja stars**. Track of how many ninja stars by counting on your fingers. If that doesn't work for your group and players lose track, pass around nine nickles instead.
+- Sometimes you will throw a star. You always throw a star **to Front**. You never throw a star as Front.
+- When you throw a star, you lose a star, and **Front** adds a star.
+- Your goal is to throw stars as quickly as possible.
+- If you run out of stars, you whisper "Ninja Down. Taking **Front**". You are now **Front**. The other two players each shout "Helping Up Ninja" and immediately throw you a star. You should have two stars now.
+
+## Problem Stars (game 1-2 only)
+The other two players throw problems at **Front**. They throw a problem to introduces a boss, spot or trigger a trap, have a special event or twist happen, or have the goals shift on the team. When one of the other players introduces a problem, they shout "Problem" and explain the problem, throwing a **star** to **Front**.
+
+**Front** only introduces smaller problems, and doesn't throw **problem star**s to do it.
+
+## Problem Stars (game 3-10)
+Front doesn't introduce problems using their Role--only the other two ninjas throw **problem stars**. With Roles, no one shouts "Problem" any more.
+
+Here's what each role does by throwing a **problem star**:
+- **Goal**: introduce a new goal, or shift an existing goal.
+ - Yell "Goal", and explain what happened and how the goals changed.
+ - Example: A child screams in a nearby room--the team needs to save (or gag) them.
+ - Example: The team's assassination target turns out to be an undercover agent, and the real villain is someone else.
+- **Enemy**: introduce a new enemy or event.
+ - Yell "Enemy" and explain the enemy or event.
+ - Enemies are always people, never physical obstacles. Boss introductions can be more detailed, but keep the game fast.
+ - Example: A boss is called over to take care of you
+ - Example: A horde of peons spots you on the roof
+ - Example: A lone watchman is patrolling, ready to sound the alarm
+- **Cheat**: introduce a twist or surprise.
+ - Yell "Cheat" and quickly explain what happened.
+ - Surprises are consistent with the Setup, but might not match the story so far.
+ - Example: The car you stole to get away was rigged with remote explosives
+ - Example: The boss you killed in Act One shows up again looking fine, with your infiltration plan in hand.
+
+## Point Stars (game 1-2 only)
+The other two players throw **point stars** at **Front**. They throw a point when the team does something cool and ninja-y, like being extra stealthy, cheating, or completing a goal perfectly. When one of the other players rewards the team, they shout "Point" without explanation, and throw a **star** to **Front**.
+
+**Front** never throws **point stars**.
+
+## Point Stars (game 3-10)
+The other two players throw **point stars** at **Front**. They throw a point when the team does something cool and ninja-y, like being extra stealthy, cheating, or completing a goal perfectly. When one of the other players rewards the team, they shout "Point" without explanation, and throw a **star** to **Front**.
+
+**Front** never throws **point stars**.
+
+Here's when each role throws a **point star**:
+- **Goal**:
+ - The team accomplishes a goal or defeats a boss (even if there is a twist)
+ - The team does something quickly
+- **Enemy**
+ - The team does something cool
+ - **Front** introduces an obstacle
+- **Cheat**
+ - The team does something skillfully or in a clever way
+ - The team cheats or sets a trap
+
+## Exam Score (game 2-10)
+- At the end of the game, **your score is the number of stars you threw**. My recommended method is to guess. If you want to keep track, make a tally mark whenever you throw a star. This is your individual score. The team score is the sum of the individual scores.
+- (Game 6+, optional) The ninjas **fail the final exam** if the timer runs out and they haven't won (I suggest 5 to 30 minutes as a good limit). They also lose one point from their team score for each minute that passed before they sucessfully passed their exam.
+
+## Roles (game 3-10)
+**Front** is the team leader. During setup, they assign each player a unique starting **Role**--**Goal**, **Enemy**, or **Cheat**. Players can no longer arbitrarily throw problem and point stars. Instead, they throw stars based only on their Role.
+
+At first start slow, and review a **Role** every time you get it. Use the cheat sheet below. Explain to Front why you're throwing them a point star. After a couple games, players should memorize the Roles, and just yell "Point!".
+
+If team has accomplished the main mission, **Goal** shouts "PASS!!". The ninjas have passed their final exam and won the game. The game is over.
| Role | Problem | Points
-|-------|-----------------|----------------------|
-| Front | Inanimate, peon | |
-| Goal | Goals change | Goal/Boss, Quick |
-| Enemy | People, Event | Cool, Obstacle |
-| Cheat | Surprise | Skill, Clever, Cheat |
+|-------|-----------------|--------------------------|
+| Goal | Goals change | Goal/Boss, Quick |
+| Enemy | People, Event | Cool, Obstacle |
+| Cheat | Surprise | Skill/Clever, Cheat/Trap |
+
+## Role Swapping (game 10)
+- When you run out of stars and swap with Front, you also permanently swap **Roles** with that player for the rest of the game.
## More Players
-- Ninjas Ninjas Ninjas requires at least 3 players, but it probably works with more. You need one Role per playe. Come up with your own Roles. Each Role needs at least one Problem Star, and at least one Point Star. If you have good Role ideas and try them out, send it to me!
+- Ninjas Ninjas Ninjas requires at least 3 players, but it probably works with more. You need one Role per player. Come up with your own Roles. Each Role needs at least one Problem Star, and at least one Point Star. If you have good Role ideas and try them out, send it to me!
- Example: **Stealth**'s Problem stars introduce Traps and Events (**Enemy** is no longer in charge of Events). **Stealth** throws Front a Point Star if the team does things stealthily, or without causing collateral damage.
--- /dev/null
+# Ninjas Ninjas Ninjas!
+Written: 2021-02-07 by Zachary Vance
+
+*Ninjas Ninjas Ninjas!* is a fast-paced storytelling game about how damn cool ninjas are, for 3 more or players (instructions are written for 3). It's designed to last 5-30 minutes--how long exactly is up to the players. New events and challenges happen rapidly, and which player is doing what shifts quickly.
+
+Audience: Unlike my [last two games](/archived.html), *Ninjas Ninjas Ninjas!* is not for complete beginners to storytelling games. There is very little guidance from the rules about what story to tell or how.
+
+Each player controls a young journeyman ninja taking his/her/their final ninja exam. The three ninjas work together as a team to accomplish their goal. At all times one ninja is in **Front**. Front is the "player" who is actively deciding what to do, while the other ninjas throw problems and points at them.
+
+Storytelling focuses on the ninjas being cool, and quick progress. Detailed description always illustrates just how COOL the ninja team and their moves are. It DOESN'T talk about the scenery, plot details, motives and emotions, or whether the enemies are also cool.
+
+The goals of the game are to accomplish your mission, be super awesome, and throw as many **stars** as possible as quickly as possible.
+
+**Supplies needed**: None, in the worst case. Ideally, each player tracks how many stars they have thrown--you tally in front of you on paper, or take a penny from a stack in the middle whenever you throw a star. If you wish, you can play with a timer. If your group has trouble keeping track mentally, you can also use nine nickels to track throwing stars.
+
+## Learning
+
+The intended play style is fast, and the game is complex at full speed. At first start slow, and review a **Role** every time you get it. Also, mention why you're passing point starts. After a couple games, players should memorize the rules and Roles, and stop using any written aids. Then, start scoring if you aren't (guessing is fine). You can also use a timer if you want one. Finally, ramp up speed until you're forced to improv (say what you do *before* thinking it through).
+
+Advanced players are encouraged to invent and use ninja hand signals in place of yelling.
+
+## Setup
+One player shouts "Team!". A second player shouts "Mission!". The slowest player is Place.
+- First, decide the **Place**. Do ninjas have naruto powers or they realistic? Are there cell phones? Is your team good or bad? Where does the exam take place?
+- Second, decide the **Team**. Come up with three ninja characters, each different. Everyone else picks a ninja--whoever grabs it first gets it. The **Team** player gets the remaining ninja. Whoever grabbed the very first ninja is in **Front**. I recommend naming ninjas after one-syllable colors (Green, Red, and Blue), and having each player be the same color game to game.
+- Third, decide the **Mission**. What exactly do the three ninjas have to accomplish for their final exam? How complex the mission is determines how long the game will be. If you want to set a timer, match the mission complexity to the timer length.
+
+Stars
+- Each player grabs three **ninja stars**. You never throw stars as Front. Every time you throw a star, it will be to Front. When you throw, you lose a star and they gain a star.
+- Track of how many ninja stars you have in your head, or by counting on your fingers. Ninjas don't talk about how many stars they have. If that doesn't work for your group and players lose track, pass around nine nickles instead.
+- Your goal is to throw stars, not have them.
+
+The Front ninja is the team leader, so they assign each player a unique starting **Role**--**Goal**, **Enemy**, or **Cheat**.
+
+## Front
+One ninja is always **Front**. The are the current team leader and decide what the team does. Attention is on Front. Front's team accomplishes tasks quickly, in cool ways, and then quickly goes to the next step of the plan.
+
+- Front should describe both what the team does, and what's happening in the world.
+- Ninjas are cool, skillful, deadly, quiet, efficient, they cheat constantly, and they have perfect teamwork. The point of the game is for the ninjas to show off being as awesome as possible.
+- Front should change often. Whenever Front thinks another ninja should take charge, they just yell "Red, Front!" and now the Red ninja is in Front. They toss Red a **star**. It's coolest if Front puts another ninja in charge when that ninja would be able to handle the situation or next step of the plan better.
+- Front can and should introduce new obstacles, although the other two players will as well. Front is encouraged to introduce single peons and physical obstacles especially, because only Front introduces these.
+- If the Front tells you to grab a bucket of water, you run to the well without hesitation--a ninja team trusts each other completely. When members of the team other than the Front do something, they answer "Yes, Front!" or describe it very quickly without detail: "Green runs to the well and tosses Red a bucket". Keeping responses short keeps the attention on Front.
+- Front describes what the team does, but they don't explain why. Other players should make an effort to understand Front's plan so they can continue it. Ignoring the previous Front's plan would be lame, and ninjas aren't lame.
+- If there's a long lull, another ninja can jump in and describe what's happening in the world, but not what the team does.
+
+## Problem Stars
+- Front doesn't introduce problems using their Role--only the other two ninjas throw stars.
+- **Goal** throws Front a **star** to introduce a new goal, or shift an existing goal. A child might scream in a nearby room--the team needs to save (or gag) them. Or their assassination target might turn out to be an undercover agent, and the real villain is someone else. They yell "Goal" and quickly explain what happened and what the new goal is.
+- **Enemy** throws Front a **star** to introduce a new enemy or event (someone spots you on the roof). Enemies are always people, never physical obstacles. Front or Cheat introduces physical obstacles. An enemy could be a boss, a horde of peons, or a lone watchman ready to sound the alarm. They yell "Enemy" and introduce the new enemy or explain the event. Boss introductions can be a bit more detailed, but still keep the game fast.
+- **Cheat** throws Front a **star** to introduce a twist or surprise. Surprises are consistent with the Place set up at the start, but it might not match the story so far. The car you stole to get away was rigged with remote explosives, or the boss you killed in Act One shows up again looking fine, with your infiltration plan in hand. They yell "Cheat" and quickly explain what happened.
+
+## Point Stars
+- Front never awards points--only the other two ninjas throw stars.
+- When passing point stars, you don't explain why aloud. If you're using physical star tokens, just pass one. If you're not, say "point".
+- If the team accomplishes a goal or defeats a boss, **Goal** throws Front a star. If the team accomplishes a goal, but another player throws in some twist as they would have finished the original goal, Goal should still throw Front a star.
+- If the team does something quickly, **Goal** throws Front a **star**.
+- If the team does something cool, **Enemy** throws Front a **star**.
+- If Front introduces an obstacle, **Enemy** throws Front a **star**.
+- If the team does something skillfully or in a clever way (including cheating), **Cheat** throws Front a **star**.
+- If anyone breaks the game rules, **Cheat** can throw them a **star**, too, even if they're not Front. Don't bother discussing the rules during the game, just keep the pace up.
+- If a ninja **runs out of stars**, they whisper "Ninja Down" or use a hand signal. They are now Front. The old Front immediately swaps Roles with them, permanently. For example, if Front (Red) was Cheat, and Enemy (Blue) runs out of stars, then Blue becomes both Front and Cheat, and Red takes over as Enemy. The new Front is not allowed to switch out again until they get a star again.
+- If **Goal** decides the team has accomplished the main goal, they shout "**PASS!**". The ninjas have passed their final exam and won the game. The game is over.
+
+## Exam Score
+- At the end of the game, **your score is the number of stars you threw**. My recommended method is to make a tally mark whenever you throw a star. This is your individual score. The team score is the sum of the individual scores. If you don't have paper, or don't want to keep track, you can just guess instead.
+- (Optional) The ninjas **fail the final exam** if X minutes pass and they haven't won (I suggest 5 to 30 minutes as a good limit). They also lose one point for each minute that passed before they sucessfully passed their exam.
+
+## Cheat sheet
+As mentioned, you should learn this and stop using it as soon as possible.
+
+| Role | Problem | Points
+|-------|-----------------|----------------------|
+| Front | Inanimate, peon | |
+| Goal | Goals change | Goal/Boss, Quick |
+| Enemy | People, Event | Cool, Obstacle |
+| Cheat | Surprise | Skill, Clever, Cheat |
+
+## More Players
+- Ninjas Ninjas Ninjas requires at least 3 players, but it probably works with more. You need one Role per playe. Come up with your own Roles. Each Role needs at least one Problem Star, and at least one Point Star. If you have good Role ideas and try them out, send it to me!
+- Example: **Stealth**'s Problem stars introduce Traps and Events (**Enemy** is no longer in charge of Events). **Stealth** throws Front a Point Star if the team does things stealthily, or without causing collateral damage.