Monday, September 2, 2013

Ninja: Legend of the Scorpion Clan


By Zach Goodier

This board game involves a relatively simple basis: 2-4 players can play on 2 teams, one is trying to infiltrate a Japanese castle as a Ninja and Traitor, while the other team plays the guards, and seeks to defend the castle from infiltration and kill the intruders.  The guards choose the locations for 6 objectives within the castle itself, as well as hidden sentries and traps.  Meanwhile, the intruders pick 2 of the objectives (1 per agent) to try to complete, then escape the castle to win.  Obviously, the guards win if the intruders are caught and killed, or fail to complete their missions.  However, there's a big twist: the intruders don't put their pieces on the board unless the guards find them.  The intruders must use paper copies of the map to track their movements, and calculate where objectives are within the castle as they search for the one they need to complete.

The game board. Note the numbers in the upper right, that is the turn count, and the bottom right has the alert level.

The game lasts for a total of 20 turns, with the guards organizing patrols and sentries around the castle, along with stationing guards in barracks to use later in the game if needed.  The ninja starts outside the castle, and must sneak into the castle through various tools such as a secret passage (which the intruders can place before the game starts), and ropes that can help them get over castle walls.  Intruders can move up to 3 spaces per turn (sneaking, walking, and running).  The faster you move, the more noise you make, and the easier it is for the guards to notice you.  So intruders must balance stealth with the race against time, making them feel the  pressure.

This is the full setup, in this case for only 2 players.

Some of the objectives that the intruders might have to complete within the castle.

On the other end, the guards don't have to complete any objective other than prevent the intruders from completing their goals.  So guards must try to sniff out where the ninja and traitor are using cards to have their patrols and sentries listen and search out where they believe the intruders are. 
 
(Left to right) Traitor, Sword Guard, Ninja, Spear Guard, Drunken Guard (only used if Traitor uses his Potent Sake ability to incapacitate a guard without arousing suspicion).  Each Guard player controls one type of guard, sword of spear.


Intruders have cards, as well.  Both sides can perform attacks to wound/kill opponents if in conflict, and guards can search, while intruders can deploy rope, use passages, or perform other acts to avoid detection and neutralize guards.  It is impossible for the intruders to eliminate all the guards, so don't think you can "run and gun" your way through this game as the intruders, you must think of kill cards as a last resort to avoid being killed or found.

Some of the cards, the two left cards are exclusive to the Traitor, while the Secret Passage if for both intruders.  All players have access to the Kenjutsu card to kill guards or wound intruders.


The brilliance of this game is that it is relatively quick to set up, simple to play, and has amazing stealth mechanics for a board game.  It provides a challenge to both sides, as it has the guards and intruders playing cat and mouse with the time playing against the intruders, and the open expanse within the castle grounds, as well as the mobility of the intruders, working against the guards.  The only real issue is that, like other games, you need to get the right people together.  It can be frustrating for players, as well, if the teams aren't properly balanced.  Fun is had when both sides know what's going on, and are equally skilled in the game.  Otherwise, some of the danger is taken away and the experience.  In all, a great game for anybody who enjoys a little strategy and stealth.

The Good:

-Exciting game that challenges both sides, while making them feel diverse yet fair.

-Stealth mechanics make the game extremely fun.

-Involves use of strategy, skill, and a lot of luck, but no silly dice rolling to determine your fate, you make all the calls.

The Bad:

-Teams must remain balanced, if possible.  Otherwise, the experience as a whole suffers when one team is dominating the entire game (this isn't against the game itself, this essentially applies to all games, anyways).

-Honor system is in play.  Since the guards can't see where the intruders are, they rely on the honesty of the other team to tell them when the guards find something, which is easy to abuse at the expense of the other players.


Scully Rating: 9.5 out of 10

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