![]() ![]() Players have the option of discarding any number of cards at the end of a turn before drawing back up to a hand of six. But depending on the number of cards revealed during the turn, it’s possible not everyone will get a card. Every card claimed from the center is added directly to the hand, which is great. Once the active player has claimed their cards (or not, in the case of a bust) every other player has the chance to claim one card from the display. ![]() Rumors offer endgame scoring bonuses based on the numbers and types of cards acquired during the game. But the Envoys are mid-value cards, meaning they are never a sure thing in a fight. Envoys grant the owner a clan token worth a number of points if used successfully to defeat a guard. Skills offer potential boosts in the fight-drawing extra cards, switching fight tactics, and modifying card values. The House deck is a mixture of Skills, Envoys, and Rumors, each of which contains both a number for use in invasion and a specialty. The cards from the House deck come with a cost of treasure, but they unleash the remainder of the game’s intrigue. The guards then double as treasures that can be claimed for free. Even in the case of a single victory, the player claims one card. After stopping voluntarily, though, the player claims a number of cards from the display equal to one less than the number of guards defeated. Once a guard is defeated, the player chooses either to continue by flipping one more card from each deck or to stop. Defeat the cards on the bottom, then use their treasures to purchase the cards on top. Once chosen, the turn must continue in the same vein. ![]() After seeing the first card, the player decides whether to attack by stealth, playing a lower card, or strength, playing a higher card. Players see which type is coming, but they do not know the guard’s value until the card is flipped. The Guard deck contains brown-backed guards and red-backed elite guards. The number three cards show a ninja and double as Skill cards, altering the value of another card by ☑.Ī turn begins by revealing one card each from two decks in the center of the table. Players begin with identical decks of 12 cards bearing numbers 1 through 5. Kodachi is a push-your-luck deck building card game of house invasions, treasure collection, and societal intrigue. There is no mistaking the link between the two games, but can the younger best the elder? After the Gempei War… Designer Adam West is again at the helm, this time with publisher WizKids. Only this time it is a kodachi blade-short and swift, but equally deadly. The story, now limited to a blurb on the first page of the rulebook, indicates that it is a sequel, bringing the ninjato sword out of retirement to once again help the ruling clan. Kodachi was released eight years after its older sibling, Ninjato. A title’s legacy takes shape in a different way-hopefully one that doesn’t feel too much like a cash grab. Designers pore over their work and condense, distill, and otherwise prune until the essence of the game bursts forth in a new form, like Raiders of Scythia or Joan of Arc. They get dry-erase markers and take up less room on the shelf. Sequels, reboots, and reimplementations-as opposed to straight expansions-get smaller, faster, sleeker. It helps that it was a pretty solid and faithful action flick and not a total disaster like the late additions to other high-profile films and franchises (I’m looking at you, LucasFilm).īoard games often take the opposite approach. Largely the same movie, but with several performance-enhancing injections to raise the stakes and cement the legacy. Enough years have passed that it’s clearly not a hollow cash grab (though I would hardly remove it from the cash grab continuum entirely). Sequels like 2022’s Top Gun: Maverick make sense. Bob explores the push-your-luck world of Kodachi from WizKids. There’s no gamble quite like an 11th century ninja house invasion. ![]()
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