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EXTRA CHALLENGES

Ninja! Master Wu has created even more tests for you! Will you triumph through these challenges and receive Wu’s approval?

GENERAL CHALLENGES

General challenges are designed to be played across all adventures. They add a twist to each adventure – sometimes more difficult, but always a new experience.

A. Now, let’s make it even tougher!
Play each adventure with the Serpent Head 2 spaces under the space described in the setup.
B. You’re weak, but there’s potential!
All Ninja begin the game with only one Spinjitzu – but also get a Potential Card of their choice at the beginning of the game. In some scenarios, this means you might end up with four Potential Cards at the end of the game… if you survive that long.
C. When they go, they go fast!
Remove one of the “Villains advance” cards from the Event deck. When Villains advance by Event Card (not by Adventure Card or other effects), they move two steps on their path!
D. Like brother and sister!
Play adventures as a 2-player game with Nya and Kai.

ADVENTURE CHALLENGES

Adventure Challenges are designed for specific adventures and offer a different and often more difficult challenge than the regular adventure. When you win an Adventure, write the name of the Ninja you played with below each of the Adventure Challenges.

Adventure 1: Scroll of Inner Strength – No Room for Mistakes!

Setup

Place the Serpent Head on – this means you’ll lose the game if even one Villain is added to the Villain Track!

Adventure 2: Pirates! – No Way Out!

The trapdoors can never be locked. You might end up with a lot of Villains at the end of the game…

Adventure 3: Famous Last Words – Let’s Be Smart!

Play this as a 2-player game with Nya and Zane. You may only use Potential Cards that don’t give you extra strength.

Adventure 4: Explosive Situation – Please be Careful with That!

When you fire the cannon, the room you hit is now ruined and the floor is fragile. Mark the fragile floor with a trapdoor token. If there are Ninja in the room, the Ninja are blown out and moved to a connecting room. Ninja may not end their turn in a room with a fragile floor, but they may move through it.

Adventure 5: Package for Wu – Keep Him Safe and Get Him Out.

After flipping Adventure Card D, you must get the Postman to the room with the barrels AND reach the Victory Marker to win the game.

Adventure 6: It’s Killow! – It’s a Tough Beginning…

Before beginning the game, organize the Event Cards so the first two events will be ‘Villains advance’. The rest of the deck is shuffled.

MAKE YOUR OWN POTENTIAL CARDS

MAKE YOUR OWN POTENTIAL CARDS

THE LEGO® NINJAGO® SOUNDTRACK

Get into a true Ninjago mood with the Ninjago soundtrack!

DOWNLOAD CONTROLLER RULES

Do you have the limited-edition micro expansion with the Controller? Download the Controller rules as a PDF file in your preferred language here: