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21 Strawberry
Field cards
4 Movement cards
1 Turn Marker
1 Turn Tracker card
1 Kitty Pawn
SeTup
Shuffle the
Strawberry Field
cards together, place
10 of them at random
in a deck and the
remaining cards back
in the game box ,
as they will not be needed
for the current game.
Shuffle the Strawberry
Ninja card into the deck .
GaMe ObjecTive
Players aim to help Kitty find the Strawberry Ninja. To do
that, players peek at cards, reveal them and shift them, while
guiding Kitty to its destination. When players know (or, at
least, think they know) that Kitty has found the Ninja, they
allow Kitty to pounce and try to catch the Ninja.
GaMe PlaY
Each turn, the active player performs all of the following
actions in the following order:
SHIFT
* Shift a card that is
adjacent to an empty
space into that empty
space.
* If you shift the card that
Kitty is on, Kitty moves
with the shifted card.
* If you shift into an open
position where Kitty is,
place Kitty on top of that card.
SHIFT (AGAIN)
* Shift a different card
that is adjacent to an
empty space into that
empty space.
* If you shift the card that
Kitty is on, Kitty moves
with the shifted card.
* If you shift into an open
position where Kitty is, place Kitty on top of the card.
REVEAL
* Reveal the last card you shifted.
* If that card has game text, resolve the game text.
MOVE
* Look at the top
card of the
Movement deck
and move Kitty
in the direction
indicated by the card
.
* If Kitty would move
out of the grid, do not
perform that movement.
Kitty is allowed to end its
movement on an empty
space inside the grid.
* Place the Movement
Card face up under the
movement deck.
* Move the Turn Marker to
the next position on the Turn Tracker.
POUNCE (OPTIONAL)
* If the Turn Marker is on position 12 you must pounce,
otherwise this is an optional action.
* To pounce, reveal the card Kitty is on (if that card is
face down). If you reveal the Strawberry Ninja, you
have caught him. If you reveal any other card, he has
escaped.
RESET (ONLY AFTER POUNCING)
* Game enters this phase only if you have caught the
Strawberry Ninja or if he has escaped.
* Shuffle the Strawberry Field Cards & Strawberry Ninja
card together and recreate the grid.
* Shuffle the Movement cards together and place them
face down in a pile in the middle of the play area.
* Reset the Turn Marker by placing it back on position 1.
GaMe End
Players win if Kitty catches the Strawberry Ninja twice. Players
lose if the Strawberry Ninja escapes twice. It’s that simple!
VArianTs
CUSTOM FIELD
At the start of the game you may choose which 10 Strawberry
Field cards to play with. If you are using Gopher Holes, we
recommend using at least two copies.
DIFFICULT GAME
Play only lasts 10 turns. If the Turn Marker is on position
10 then you must pounce. This variant can be combined with
the Custom Field Variant.
CrEdiTs
Game design: Chris Castagnetto
Game development: Andrei Novac
Artwork and graphics: Magdalena Markowska
English rules: Chris Castagnetto & Błażej Kubacki
Proofreading: Rainer Åhlfors & Remy Suen
Rules and box graphics: Agnieszka Kopera
Name of the Ninja: Josh Gaudreau
A game by: Strawberry Studio
© 2017 Strawberry Studio and Golden Bell Entertainment, LLC. All rights reserved. is a
trademark and property of Strawberry Studio and Golden Bell Entertainment, LLC. The game as the
whole or any part of it cannot be reproduced without the written consent of Strawberry Studio.
For more information about please visit WWW.STRAWBERRY.STUDIO. If your copy of
is missing any components or if any game components are defective, please contact our
customer support at http://strawberry.studio/customer-support/