The LEGO Ninjago series features a game that uses spinners and cards. This article explains the full rules as well as tips on how to play and win.
Everyone understands that the point of the LEGO Ninjago spinners involves knocking your opponent off their respective spinner. However, beyond this the rules seem vague and partially stated. This is especially true with the rules LEGO provided in the Spinjitzu Starter Set and each spinner set. Therefore, this article will attempt to clarify any confusion on how to play the LEGO Ninjago: Masters of Spinjitzu Spinner game.
Preparing for the LEGO Ninjago: Masters of Spinjitzu Spinner Game
Start by making sure you have an arena to play in. This should be an octagonal space that prevents the spinners from leaving a general area.
Next, you’ll need a character complete with a spinner. This will represent you in the battle. Your character should only wear one helmet or head piece at a time. Also, the character should only hold one weapon at a time.
Each character must have a total of three weapons. These will be used to determine the winner of the game.
Next, make sure you have the appropriate character card that represents the character you’ve chosen. This card will indicate what cards are valid for your character to play.
Finally, make sure you have at least four battle cards that your character can play. You can have more cards. If this is the case, put them together, shuffle and turn them face down. This will be considered your battle deck. At the beginning of play you’ll be instructed to draw four cards. You can only have one copy of a card in your battle deck. This means there should be no duplicates.
Playing Battle Cards in the LEGO Ninjago: Masters of Spinjitzu Spinner Game
The battle cards are how LEGO incorporates the players into the game. Each card will have a certain cost to play. This is usually represented by an elemental value. Some cards will also have a picture of a specific gold weapon. The gold weapon indicates that your character must be holding that weapon in order to play that card.
To play a card look at its elemental value. For example, Fire 400. This amount should then be compared to the values on your character card. If their fire value is 400 or higher then you can play the card. If their value is below 400 like 300, they cannot play the card. Playing a card does not change the value that the character has on their card.
The quick rules instruct that you can only play one card in a round. Cards can be played either at the beginning or end of the combat. Cards played at the beginning include trap cards, builds, control cards that have immediate effects, and force cards that let you do things during the round. Cards that can be played at the end will allow you to lose a piece to prevent a round being lost or changing how an outcome may result. For instance, a card that lets you win a double knock-out changes a draw into a win for you.
Cards played at the beginning of the match will be revealed face up. Their actions are taken then the players will prepare their spinners. Cards that let you take actions during the combat must be played this way to show you plan to take action during the combat. Cards played at the end of combat need to be played immediately when the situation presents itself.
If there is no winner in a spin, i.e. no one was knocked off. All the cards played remain in play and the players must spin again. A round ends when a character is knocked off. At this point, set all cards played on this round to one side. These cards must be face up. They are also considered out of play. If you have a battle deck and a round ends, you may draw a card. You may only have four cards in your hand at any one time.
Rules on Spinning in the LEGO Ninjago: Masters of Spinjitzu Spinner Game
When spinning your character, each player must say, “Ninja Go.” This is primarily for timing. It would be unfair if each person spun their character at different times. Ideally, you will try to spin your character so that both opponents meet in the center of the arena.
Characters can only hold one weapon at a time. The weapon must be placed in a way that it will hit the opponent. Both feet of the character must be placed firmly in the spinner. Battle cards may change these rules.
Objective of the LEGO Ninjago: Masters of Spinjitzu Spinner Game
The game is decided over several rounds. Your goal is to be the first to obtain all three weapons from your opponent. To take one of these weapons you must knock their character off its spinner. If only a weapon is knocked off, nothing happens.
When you knock off an opponent’s character, take the weapon they’re currently holding. Place this weapon to one side. It is now out of play.
Between each round you must replace any weapon that was lost or place a new weapon in your character’s hand if you lost. Any head pieces that were removed via cards remain off and out of play. Spin until one person has achieved complete victory.
At the end of the full match return all the cards, weapons, and other pieces to their respective owners.
Alternate Rules: LEGO Spinjitzu Battle Arena set #2520
If you own the Spinjitzu Battle Arena set #2520, you have the option of playing with additional rules. The battle arena will outline only five specific spots for you to play trap cards. It also has strict areas in which you will spin your character from.
If a character leaves the battle Arena, they have lost the round and must give up their current weapon. If they fail to leave their starting area, they lose the round and must give up their weapon. Aside from these additions, play remains the same.
Tips for the LEGO Ninjago: Masters of Spinjitzu Spinner Game
Keep your hands low. If you start the spin with your hands placed high, there is a good chance that the spinner will hop up before dropping and spinning. The resulting drop will often knock your character off the spinner before the other player can even touch it. This will cause you to lose a round.
Spin in the same direction. The mechanism in the spinner is made to knock the characters off if they collide. However, if one person spins clockwise while the other spins counterclockwise, you’re less likely to cause this from happening since you’ll spin like gears. This means both spinners are complimenting the spin and are less likely to result in any sort of forced impact.
Hook their weapon. Placing a weapon to hit your opponent is not the same as trying to hook weapons. If the weapons get hooked it’s more likely that you will receive results from the action.
Make sure you can play cards. If you build a battle deck, make sure your character can use all the cards you put in your deck. There’s no point in drawing an ice spell when your character has a 0 in ice.
Experiment with weapons. The rules state you must only use three weapons. However, they don’t need to be the weapons that the character came with. You’ll find that some weapons work better for you than others. Make sure to exploit that advantage.
Practice with your character. To get a character moving just the way you like it takes a lot of practice. Make sure you give yourself plenty of time to practice so you can direct your spinner when it counts.
Come prepared. If you have cards that let you build on a spinner, make sure you have the pieces available to build whatever it is.