Ninja



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Heres Some Questions About How To Be A Ninja In The Card Jitsu Game:
Q: How Do I Start Playing Club Penguin Card Jitsu If Am New?
A: Go To Sensi To Get Your Starter Deck To Start Playing
Q: Whats The Fastest Way To Get Belts?
A: Talk To Sensi, And Go To Competition Mode
(Try To Win Straight In A Roll)
Q: Why Cant I Get In The Secret Room, Even If I Have The Black Belt?
A: After You Got Your Black Belt, Play Sensi Mode And Win Him
Q: I Have A Black Belt & Played Sensi Mode, But I Still Lose Each Time I Put A Card, What Do I Do?
A: Play Sensi Mode About 10 Times, Then Play Sensi Mode Again After 10 Times And Am Sure You Beat Sensi
Q: Is The Ninja Catalog For Members?
A: Yes Its Only For Members
Thanks To A Friend Of Mine I Could Answer This Question:
Q: How Much Times Do You Have To Play To Get Each Different Belt?
A: Here The List:

White belt – 5 total Battles needed.
Yellow belt – 13 total Battles needed.
Orange belt – 21 total Battles needed.
Green belt – 30 total Battles needed.
Blue belt – 40 total Battles needed.
Red belt – 52 total Battles needed.
Purple belt – 64 total Battles needed.
Brown belt – 76 total Battles needed.
Black belt – 88 total Battles needed
.
Here The Most Question Ask For Card Jitsu:
Q: Many Other Players Have Other Super Rare Card Like The Night Vision Goggle, Dragon, Etc. How Do I Get Those!
A: You Can Buy Card Jitsu Cards At Toys R U, And When You Open The Pack, There Going To Be A Sticker Sheet & Behind That Sticker Sheet Has The Code You Have To Put On Club Penguin
After You Put The Code, You Will Get 4 New Special Cards
(1 Power Card & 3 Rare Card)
Becoming A Ninja & Knowing Sensi:
To become a Ninja, players must beat Sensei after winning a Black belt. But beating Sensei is difficult as he has cards never seen in the deck that he gives players. There are Level 11 cards and rare Level 12 cards which are rarely seen. Sensei also seems to be rigged as when played against him as he always picks the card that wins. However after players lose to him a few times (usually 10 or 11) he stops playing unfairly and they will have a chance to beat him.
Here A Picture When You Win Sensi And What He’ll Give You:
ninja headband
-Use Logic to try to beat your opponents. For example, if a player has one Fire-type and one Ice-type card, they would probably use a water-type card so you should use an ice type card.
-When fighting Sensei use Fire and Water back and forth to win easier. It won’t always work but it will eventually. And if you do not have a water/fire card just use the same element you did last time, but don’t use ice.
-Most players of Card-Jitsu have developed “special techniques” to help them win almost every game. These tactics can vary from their starter card, to the last card, or which cards to playing a difficult situation.
-Predicting your opponent’s next move will help you greatly when playing Card-Jitsu. If they also predict your move, this is known as a “double-bluff”, and can sometimes backfire onto you.
-Typically you have a 1 and a half chance in winning a round. These chances increase under certain circumstances.
If you see the symbol at the top of the screen saying 91, then always play a LOW numbered card. You now have a 2/3 chance in winning that round.
-If you are a person with a high belt (brown black etc.)and the person you’re playing is or almost is the same belt as you,and you for example have two snow but no fire or water.It would be safe to pick a high snow because the other person thinks you will try to trick them,so they think it would be safe to pick water.
-Most players try to win by getting a snow, fire, and water. Try to win by getting a three-of-a-kind
How To Win:
There are two ways to win Card-Jitsu. Firstly, players can have the same type of card (such as Snow), but three in different colours, such as Red, Blue and Green. Alternitavely, you can have one of each card, in different colors. You can also see how to win by mousing over the question mark (?) in a game.
Actions:
When players win a round, your penguin might perform an action. They are as follows:
Ice: The player’s penguin hits the opponent with a snowball.
Water: The player’s penguin hits the opponent with a water balloon.
Fire: The player’s penguin squirts hot sauce at the other penguin’s feet.
Power Cards:
Power Cards are slightly different to normal cards. They have the highest values and have a special power. A few of them (for the next round only) low value cards to beat high value cards of the same style, a 2 to beat a 9
Here Are The Power Cards That You Start Of:
(You Only Get One Of These In Your Starter Deck)
Sledding (Ice, Green, 10): The player’s penguin disappears, and the opponent finds himself wearing a pink hat. A mound of snow then falls, followed by two trees. The player’s penguin then appears, sledding down the mound and knocking the opponent over. It activates Level Swap next turn.

Firefighter (Water, Yellow, 10): The players penguin shoots the other with a jet of water from a fire hose. It activates Level Swap next turn.
Jackhammer (Fire, Yellow, 10):The player’s penguin brings out a jackhammer and uses it. The opponent covers his ears because of the jackhammer’s noise. It activates Level Swap next turn.
Here Are Other Power Cards:
(These Power Cards You Have To Unlock By Buying The Card Jitsu Cards Form Toys R Us)
Surfing (Water, Blue, 9): User puts on sunglasses and takes out surfboard then a big wave comes crashing down on other player. User surfs around until wave goes away, then puts away board and glasses while other penguin removes a starfish from their face. Makes ice cards become water for one turn.
Aqua Grabber (Water, Orange, 10):Dojo becomes flooded and user swims away, later returning with the Aqua Grabber. Then user trys to grab other penguin with the Aqua Grabber claw, and other penguin swims away before the Aqua Grabber disappears and the dojo returns to normal. Destroys one of the other penguins fire cards.
Super heroes (Ice, Orange, 12):Shadow Guy and Gamma Gal come and fire lightning bolts at the other penguin until he/she runs away. opponent gets -2 next turn.
Ninja (Water, Yellow, 12): User summons Ninjas to come and turn invisible and sneak up on other Penguin. Other Penguin runs away in fear before ninjas high-five and then leave. Other Penguin gets -2 next turn.
Octi (Water, Purple, 11):User inflates Octi and other Penguin trys to pop him but ends up flying around the room.
Cactus (Water, Green, 11):User gives other penguin a cactus. User Tricks the other Penguin by touching the cactus and not getting hurt. When opponent trys to touch it, he/she hurts his/her flipper.
Mighty Plunger (Fire, Red, 12):User takes out a plunger and shakes the ground, just like the jackhammer. User +2 next turn.
Avalanche (Ice, Orange, 12):User takes out a viking helmet and sings, causing snow to fall on other penguin. User +2 next turn.
Tour Guide (Ice, Blue, 9): User gets a tour guide hat and stand. Then user throws the hat and a map at the other Penguin.
AC 3000 (Ice, Purple, 11): The AC 3000 falls out of the sky and user turns it on making the other user become covered in snow.
Puffle Frenzy (Ice, Green, 10):User summons Puffles to stampede over the other user. Discard opponent’s water card if you win the hand (the card discarded is one won by the opponent, so if Sensei, for example, won a hand with a water card, THAT card will be discarded).
Iceberg (Water, Purple, 12): User makes an Iceberg appear under the players and the user shakes the Iceberg.
Snowglobe (Ice, Yellow, 11): User traps other Penguin in snow globe and shakes it up.
Spaceship (Ice, Orange, 9): User summons an Alien in a spaceship to come and to pick up the other user with a beam of energy, when this is scored opponent’s Water cards cannot be played next round.
Boom Box (Fire (sometimes water), blue, 9): User makes The Gadget Room fall from the sky. Gary opens the door and hands the user the Boom Box. User puts the Boom Box on the ground and the Boom Box explodes.Turns water into fire cards.
Water Party (Water, Red, 9): User gives other user water wings, umbrella hat, mask and snorkel, inflatable duck, and flippers. Water begins to spray at the user and an inflatable whale falls on top of the user.
Night Vision (Fire, Green, 11): User turns out the lights, puts Night Vision Goggles from the F.I.S.H. on, and walks up to the other user. The other user becomes scared.
Dragon (Fire, Blue, 12): User puts on the dragon costume and scares the other User
Hope this Helped!
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