Ninja: Legend of the Scorpion Clan (2011)

Age min.: 12
Joueurs: 2 - 4
Editeur: Alderac Entertainment Group
Concepteurs: Fréderic Moyersoen
Artistes: Conceptopolis, Florian Stitz, Yutthapong Kaewsuk, Jorge Matar, Llyn Hunter, MuYoung Kim
Mécaniques: Secret Unit Deployment, Hidden Movement, Area Movement, Team-Based Game
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A Strategy Game of Hidden Movement
The night is quiet, but somewhere in the darkness shadows are moving. A ninja and a double-crossing samurai sneak into the Lion Clan castle, intent on completing their dastardly tasks. Though alert, the Lion guards are as yet unaware that anything is amiss...
This tense standalone game pits Lion Clan samurai guards against a Scorpion Clan ninja and his traitor ally. As the ninja or the traitor, you will use hidden movement to sneak into the castle, eliminate guards, find your mission objective, and escape. As the guards, you will use your wits and superior numbers to thwart the sinister Scorpion.
In this exciting new game set in the world of Legend of the Five Rings, you must use your limited resources, powers of deduction, and a touch of guile to outthink and outmanoeuvre your opponent. Daring, planning, and a little luck will determine whether you triumph or meet your end on 3 feet of steel.
[Publisher blurb]
The night is quiet, but somewhere in the darkness shadows are moving. A ninja and a double-crossing samurai sneak into the Lion Clan castle, intent on completing their dastardly tasks. Though alert, the Lion guards are as yet unaware that anything is amiss...
This tense standalone game pits Lion Clan samurai guards against a Scorpion Clan ninja and his traitor ally. As the ninja or the traitor, you will use hidden movement to sneak into the castle, eliminate guards, find your mission objective, and escape. As the guards, you will use your wits and superior numbers to thwart the sinister Scorpion.
In this exciting new game set in the world of Legend of the Five Rings, you must use your limited resources, powers of deduction, and a touch of guile to outthink and outmanoeuvre your opponent. Daring, planning, and a little luck will determine whether you triumph or meet your end on 3 feet of steel.
[Publisher blurb]
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