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View Poll Results: Do you like the "Flashpoint" Mechanic?
Yes 64 80.00%
No 5 6.25%
So so 11 13.75%
Voters: 80. You may not vote on this poll

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  #61  
Old 07-21-2012, 03:31 AM
SharinganHeir SharinganHeir is offline
Jonin
 
Join Date: Jan 2008
Posts: 5,424
Page 14-16 of the PDF = page 24-29 of the rule book.

Advanced terms
Chapter V


Ambush
During your Mission Phase, if a Ninja card with this Characteristic is in your Chakra area, you can deploy it. This counts as a deployment, Entrance and Hand costs must be met and the “1 Ninja per turn” rule applies.

Combination(X)/(X,y): [Effect]
When a Jutsu effect is used by Ninja in a Team with Ninjas that match the items listed (X/X,Y), the effect specified will occur when the Jutsu resolves from the Chain. The items can be names, symbols, combat attributes, or Characteristics.

Expert (X): Effect
(If the user of this Jutsu is, or has X, apply this effect when
it resolves.) Expert either adds an effect to the Jutsu or alters the effect of the Jutsu. If it adds an effect, then the Jutsu’s effects are applied in the order printed. Otherwise, if it alters the Jutsu’s effect, apply the Expert effect first.

Face-up Battle rewards
Some effects turn a player’s Battle Rewards face up. These face-up Battle Rewards remain face up until an effect turns them face down. Face-up Battle Rewards are no different than face-down Battle Rewards except that they are visible to both players. If an effect requires a player to interact with Battle Rewards in a random manner, then all Battle Rewards are turned face down and shuffled.

Growth
During your Mission Phase, a Ninja card in your hand with this Characteristic can replace a Ninja with the same name in your Village. The Ninja it is replacing cannot have a Growth coin on it. Any status (injured or healthy), effects, or non-Growth coins are transferred/applied to the replacement Ninja. Upon entering play, the replacement Ninja gains a Growth coin. A Ninja cannot be Growthed the same turn it was put in play.

Mastery
A Ninja with this Characteristic has the following effect:
valid: After the effect of a Jutsu, used by this Ninja, is applied you can pay 1 Chakra that shares a Symbol with that Jutsu.
In that case, move that Jutsu to its owner’s hand instead.

Non-unique
valid: This Ninja (card) can be put in play or moved into a Village or Battlefield, even if that area already has 1 or more Ninjas with the same name as this Ninja (card).

Platoon
During your Mission Phase, if a Ninja card with this Characteristic is in your hand and you have exactly one Ninja in your Village that shares any of the Platoon Ninja’s names, you can replace that Ninja with this Ninja while there are
no effects on the Chain. The Entrance and Hand costs of the Platoon Ninja must be met. The replaced Ninja is moved to its owner’s Chakra area. Unlike Ambush, this does not count as a deployment, the card comes into play in Healthy status and any effects or coins on the Ninja it replaced are NOT transferred/applied to the Platoon Ninja.

Reinforcement
A Ninja card with this Characteristic has a different border and cannot be put into a Deck but must be put into your Reinforcement Deck. It can be put into play by specific effects that reference Reinforcement Ninjas.

Sacrifice(X,y,...)
As an additional cost to play this Ninja card, you must remove from game the designated card(s) from your Village or Battlefield. A Ninja card in your Reinforcement Deck with “Sacrifice” can be put in play during your Mission Phase by meeting its “Sacrifice” and all its Entrance Requirements while there are no effects on the Chain.

Senjutsu
valid: Each Specific Symbol of a Jutsu this Ninja uses is treated as 1 for the purpose of paying its cost.

Squad
A Ninja card with this Characteristic has a different border and cannot be put into a Deck and can only be put into your Reinforcement Deck. During your Mission Phase, it can be put in play if you control Ninjas in your Village that match all the ones listed on the Squad card by removing the listed Ninjas from the game while there are no effects on the Chain. Hand cost and Entrance cost must be met.

Surge
A Ninja with this Characteristic has the following effect:
valid: During the Exchange of Jutsu, you can discard 1 Ninja card from your hand with the same name as this Ninja. In that case, this Ninja gets +2/+2 during this turn.

Tracking
When a Ninja with this keyword is put in play, name a Ninja. Your opponent’s Ninjas that have that name are Tracked Ninjas. Only 1 Ninja name can be Tracked at a time per player.



If you don't see the word valid in the description, it's not valid. As it has already been mentioned, most of these don't take place on an in play ninja so being valid is unnecessary.
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  #62  
Old 07-21-2012, 04:53 AM
spiritomb spiritomb is offline
Jonin
 
Join Date: Feb 2008
Posts: 3,346
Just noticed the pages on the bottom. Trippy. I need to sleep more. Sorry, bout that.
Quote:
Originally Posted by SharinganHeir View Post
If you read the description for each effect (on a card or in the rule book), it will either say Vaild or not say Vaild.

Examples:

is not vaild

is vaild

is not valid

is valid

is not valid on this card, but it is in the rule book... strange...

All of them are in the rule book
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