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How to Play NARUTO Mythos TCG: Rules, Decks and Scoring

Our NARUTO Mythos TCG explainer covers the rules in a handful of bullets. This is the full walkthrough, built only from Cicaboom's rulebook, Tournament Rules, FAQ and Game Mechanics pages: the 30-card, two-per-number deck rules, how the coin flip decides whose Missions land where, the four ways to put a card on a Mission, why a hidden card pays for itself, how Set 2's Attachments work, and why the first Mission revealed can be scored four times while the last is scored once.

Published September 28, 2026·15 min read·By Mythras
Cicaboom's annotated NARUTO Mythos TCG Character card: Naruto Uzumaki, Shadow Clone Jutsu, with arrows labelling the character name, character description, Chakra cost of 3, Power of 1, the TEAM 7 / JUTSU keywords, the LEAF VILLAGE faction, the MAIN and AMBUSH effect text and the rarity with collection number 5/140.

The first Mission revealed in a game of NARUTO Mythos TCG can be scored four times. The last one is scored once. That asymmetry drives a lot of the game's decisions, and it comes from one line in Cicaboom's rulebook: "You should be scoring a number of Missions equal to the number of the current Round." Our own NARUTO Mythos TCG explainer summarises the rules in a handful of bullets and moves on to sets, products and Gold Cards. It never gets to that line.

This guide is the part it skipped: how to build a deck a judge will accept, how a game is set up, what happens in each of the four rounds, the four ways to put a card on a Mission, how Set 2's Attachments work, and what changes when you sit down at a sanctioned event. It is built from Cicaboom's own documents only — the rulebook PDF linked from the official How to Play page (its file metadata dates it 27 August 2026, and unlike the March 2026 version still linked from the site's Collection Guide page, it covers Attachments), the Tournament Rules in effect from 7 September 2026, and the official FAQ and Game Mechanics pages. If you want to know what the game is, who makes it or where to buy it, start with the explainer. This piece assumes a Starter Pack is already open on the table.

What goes on the table

Three card types, three kinds of token, one deck.

  • Character cards are the ninjas you assign to Missions, and most of your deck.
  • Mission cards are the objectives. Each player brings exactly three, and they are never shuffled into the deck.
  • Attachment cards arrived with Set 2, Shinobi Shiren, and modify a Character or a Mission already in play. They go in your deck alongside your Characters.
  • Tokens: Chakra tokens, Mission-point tokens and a single Edge token. The rulebook says the Starter Pack includes a set and that dice or any small objects work if you do not have them. The Tournament Rules add two conditions for events: Chakra and Mission tokens must be easy to tell apart, and the Edge token can be any distinguishable object except a card.

A game lasts exactly four rounds. Whoever has more Mission points at the end of round four wins, and a tied score goes to whoever holds the Edge token.

Reading a Character card

Cicaboom's annotated NARUTO Mythos TCG Character card, Naruto Uzumaki (Shadow Clone Jutsu), with labelled arrows pointing to the name, description, Chakra cost 3, Power 1, keywords, faction, effect text and the rarity and collection number 5/140.

Cicaboom's own annotated sample shows every field. On a Character card the Chakra cost sits top left in a cloud icon, and Power, the number that wins Missions, sits top right. Under the name is the character description — "Shadow Clone Jutsu" on this card — which is what separates one Naruto Uzumaki from another. On this sample the yellow bar carries the keywords (TEAM 7 / JUTSU), the green tab the faction (LEAF VILLAGE), and the text box the effect, each line tagged with a timing: ↯ Instant fires once when the card is played, ⧗ Continuous stays on while the card is face-up. Bottom left is the rarity and the collection number, 5/140 here, which is what deck-building limits are counted against. The rulebook adds that a card with no set icon is from Set 1, Konoha Shidō.

The sample's own text previews half of this guide: "MAIN ↯ Put the top card of your deck as a hidden character in this mission. AMBUSH ↯ Repeat the MAIN effect."

Building a deck a judge will accept

The rulebook's deck-building section fits on a single page. The Tournament Rules fill in the edge cases. Together:

RuleWhat Cicaboom's documents say
Deck sizeAt least 30 Character and Attachment cards combined. No enforced maximum, as long as you can shuffle it yourself without delaying the match
CopiesUp to 2 cards sharing a collection number (bottom-left). A variant letter is ignored, so 108/130 and 108/130 A count as the same card
Same character nameUnlimited. You can run as many different versions of Naruto Uzumaki as exist, two of each
Legendary numbered cardsTreated as alternate versions of an existing card. The gold Naruto Uzumaki "I'll be the greatest Hokage!", numbered out of 2,000, plays as Naruto Uzumaki (Rasengan), 133/130
MissionsExactly 3, each with a different name, kept outside the deck
Side deckNone
Banned cardsNone at present
Card languageAny language is legal. For a card in neither English nor the local language, you show your opponent a copy of its text in one of those on request

Two consequences are worth spelling out. The limit is per number, not per name, which is why the Tournament Rules bother to flag lookalikes: Hinata Hyuga (Gentle Fist), 30/130, and Neji Hyuga (Gentle Fist), 36/130, share a subtitle, cost, Power and effect and are still two different cards. And the unlimited-name rule runs straight into a rule you will meet below — only one Character of a given name per Mission on your side — which is exactly what makes Upgrades matter.

Cards become tournament-legal on their set's official release date on your continent. Cicaboom's Set 2 announcement gives 4 September 2026 as Shinobi Shiren's official release date, but its Set 3 announcement says that date is for Europe and the UK and that Set 2 does not release simultaneously worldwide, so check your own region's date. The Set 2 page also says some Set 2 cards only become playable with Special Pack Design A, which moved to an October second wave with no confirmed date.

Setup: coin flip, Mission deck, one mulligan

  1. Pick a first player at random. At events, any method both players agree on; if they disagree, Heads or Tails. The first player takes the Edge token.
  2. Build the Mission deck. Each player shuffles their three Missions face-down and randomly picks two. The Tournament Rules fix the layout: the starting player's two go face-down into the D and B slots, the other player's into C and A, and nobody looks at them — or at the Mission each player set aside. For casual games the FAQ says you can simply shuffle whatever Missions you own and draw.
  3. Draw five. Each player may mulligan once: the whole hand goes back, reshuffle, draw five new cards. The Edge player decides first.

Then round one starts. Notice what step 2 quietly decides: whoever wins the coin flip supplies the Missions in the D and B slots, and as the scoring section below shows, those two are evaluated six times between them, against four for C and A.

One round, four phases

PhaseWhat happens
StartReveal the next Mission (D in round 1, then C, B, A). Each player gains 5 Chakra plus 1 for every Character they have in play, hidden ones included, then draws 2 cards
ActionThe Edge holder goes first. Players alternate, playing one card per turn. Passing ends your Action phase for the round. The first player to pass takes (or keeps) the Edge, and the other player then takes turns in a row until they pass too
Mission evaluationStarting with D, compare total Power on each Mission. The higher total wins, ties go to the Edge holder, and you need at least 1 Power to win at all. The winner scores the Mission's printed points plus its rank bonus and triggers any SCORE effects
EndBoth players discard unspent Chakra and every Power token on the board. After round 4, compare scores

Three details in that table do most of the work. Characters stay on the board between rounds — only Chakra and Power tokens reset — so every body you commit keeps contesting its Mission and keeps producing Chakra. Chakra does not bank: whatever you leave unspent is discarded in the End phase. And the card flow is thin: five opening cards plus two per Start phase is 13 cards drawn across the whole game before any draw effect, from a deck of at least 30. Running out does not lose you the game; the FAQ says you simply stop drawing.

The NARUTO Mythos TCG Mission card Chunin Exam, showing Sasuke, Naruto and Sakura in profile, a printed value of 2 Mission points in the top-right scroll, and the Continuous effect "All non-hidden characters in this mission have +1 Power."

Four ways to put a card on a Mission

On your turn you play one card or you pass. Playing a Character means choosing one of these:

PlayChakra you payEffects that fireCatch
Face-up from handPrinted costMAINOnly one Character per name per Mission on your side
Hidden (face-down) from hand1, whatever the printed costNoneWhile hidden it has 0 Power, 0 cost, no faction and no keywords
Reveal a hidden cardFull printed costMAIN and AMBUSHOnly in the Mission it already sits in, unless a card says otherwise; counts as playing a Character
UpgradeThe cost differenceMAIN and UPGRADE (UPGRADE is optional)Same name, strictly higher cost

You pay by returning Chakra tokens to the shared pool, and you can check your own hidden cards whenever you like. AMBUSH is one reason to take the hidden route: an AMBUSH line only triggers when the card is revealed from hidden, not when it is played face-up from hand.

The one-name rule has two wrinkles the FAQ spells out. You can place a hidden card with the same name as a face-up Character already on that Mission, but you cannot reveal it there while the other one stays. And if an effect ever forces a duplicate onto a Mission, the newcomer is discarded without triggering anything and without counting as defeated.

A hidden card pays for itself

Here is the arithmetic the rulebook leaves you to do. A hidden card costs 1 Chakra. Once it is on the table it is a Character in play, and each Start phase pays you 1 Chakra per Character in play, hidden ones included. So a card hidden in round one has returned 3 Chakra — in rounds two, three and four — before you ever reveal it, and whether to pay its full cost to reveal it is a separate decision you get to make later with more information.

The price is the stats. Until it is revealed, a hidden card is a 0-Power, 0-cost body with no faction, so it wins nothing on its own and is exposed to any effect that targets low-cost or low-Power Characters. Power tokens do stick to it, and they stay on through a reveal.

Upgrades stack, but they do not ramp

An Upgrade is how you get a second face-up card of a name onto the same Mission: play a same-name Character with a higher cost on top of the one already there and pay only the difference, so a 5-cost over a 4-cost costs 1. The new card's MAIN and UPGRADE effects apply, the old card's text stops mattering, and any Power tokens carry over. You can upgrade with a card that has no UPGRADE effect at all, and per the FAQ you can upgrade by revealing a hidden card onto the stack in its own Mission.

The rulebook is precise about what a stack is: one Character. It generates 1 Chakra, however many cards are in it. Only the top card counts for effects — the rest are "glued" underneath — and if the top card leaves play, everything beneath it is discarded first. That is the real trade-off. Chakra spent on a fresh body adds a Character, and therefore adds Chakra in every later round. The same Chakra spent on an Upgrade adds Power and effects, but no income.

Why the first Mission scores four times

Missions do not leave play after they are scored. Each round adds one, and each Mission evaluation phase scores every Mission currently on the table, in order D, C, B, A. Add the rank bonus and each slot has a base ceiling, before any card effects:

SlotRevealed inTimes it is evaluatedPoints per winCeiling if printed 2Ceiling if printed 3
DRound 14Printed + 11216
CRound 23Printed + 21215
BRound 32Printed + 31012
ARound 41Printed + 467

The two ceiling columns are arithmetic on the rulebook's rank bonuses, not published figures, and card effects can push past them: Set 2's Change of Mission Rank attachment makes its Mission "worth +1 Mission point for both players", and some SCORE effects, such as Tazuna (Master Bridge Builder), grant Mission points outright. What they show is that the early Missions are the long game, and the A Mission, for all its +4 bonus, is a single swing. That swing can still decide a game. The rulebook's own worked example ends 23–22, and in its table each player wins exactly five Mission evaluations:

D (printed 3)C (printed 2)B (printed 2)A (printed 3)Total
Player 1Won rounds 1, 2 and 4: 120Won rounds 3 and 4: 10022
Player 2Won round 3: 4Won rounds 2, 3 and 4: 120Won round 4: 723

Player 1 held the long-lived D Mission for three of four rounds and still lost, because Player 2 took the C Mission three times and the one-shot A Mission at the end. SCORE effects follow the same logic: they trigger for whoever wins that Mission, in each round they win it.

Passing first buys the Edge

The Edge token does three jobs. Its holder takes the first turn of the next Action phase, wins every tied Mission, and wins a tied game. The rulebook gives one way to take it: be the first player to pass in an Action phase, and you gain it or keep it.

That turns passing into a trade rather than a surrender. Pass early and your opponent gets to play card after card with full sight of your board. Hold on, and they may pass first and carry the tiebreaks into the next round. On a board where the Missions are close, the Edge can be worth a whole Mission's points in every round it breaks a tie.

Two smaller rules. Per the Game Mechanics page, when simultaneous effects trigger at a point with no active player — the end of a round, or scoring — the Edge holder decides their order. And per the Tournament Rules, at events using a chess clock, a player whose time runs out is forced to pass but does not take the Edge that way.

Attachments, the Set 2 card type

Cicaboom's annotated NARUTO Mythos TCG Attachment card, Leaf Village Headband, labelling Power 2, Chakra cost 1, the ARMOR keyword, the LEAF VILLAGE faction, the condition "Attach to a friendly non-hidden character", its effect and its rarity.

Shinobi Shiren added Attachments. The March 2026 rulebook has no section on them; the current one spends three pages on them. The rules:

  • An Attachment needs a valid host, named in the condition line. Cicaboom's sample, Leaf Village Headband, reads "Attach to a friendly non-hidden character", costs 1 and carries 2 Power. Others attach to Missions.
  • Each card can host one Attachment per player, so two at most. Playing a second of your own on the same host discards the first.
  • Attachments are not Characters. Effects that target Characters ignore them, and face-up Attachments generate no Chakra in the Start phase.
  • You can play one hidden under the normal hidden rules, but only if a valid host exists in that Mission at that moment.
  • If the host stops meeting the condition — the headband's wearer gets hidden, say — the Attachment is discarded immediately. If the host leaves play, the Attachment goes with it.
  • Power printed on an Attachment adds to its host Character's total, or to your total on a Mission for a Mission Attachment.

The glossary in one table

The rulebook's glossary, with the FAQ's clarifications where they change how a term plays:

TermWhat it means
MAINTriggers every time you play the character
UPGRADETriggers only when the character is played as an Upgrade
AMBUSHTriggers only when the character is revealed from hidden
SCORETriggers only when you win the Mission
FIRST STRIKETriggers only if this is the first character you play this round
DUELTriggers only if the named character is present in this Mission, on either side
CHAKRA +XX extra Chakra in each Start phase. Per the FAQ, you get nothing at the moment the card is played
POWERUP XPut X Power tokens on a character — this one, unless another target is named
Printed PowerThe number on the card, ignoring Power tokens, Attachments and other effects
Hide / Defeat / MoveTurn face-down / put in the owner's discard pile / place in another Mission
Take controlThe card is temporarily yours, and returns to its owner if the card controlling it is hidden, leaves play or changes sides
Friendly / EnemyYour side / the opponent's side. A character is not friendly to itself

FIRST STRIKE and DUEL are not in the March 2026 rulebook's glossary; they are new to the current one.

When effects collide

The rulebook covers timing in a paragraph; the Game Mechanics page covers it properly. The essentials:

  • Instant ↯ effects are optional unless the text says MUST. A card whose MUST effect you cannot carry out cannot be played at all, while "must, if able" lets you play it anyway. Once you apply an effect, you apply as much of it as you can.
  • A card's own effects resolve top to bottom, but any effects its arrival triggers on cards already in play go first.
  • Chains resolve newest first. The turn player picks the order of simultaneous triggers, and Mission effects always resolve last.
  • Continuous effects are applied all at once to each card's "core" stats — printed Power plus Power tokens — which stops bonuses from feeding into each other.
  • Multi-target effects take a snapshot: every target is fixed at once, before any of them changes.
  • Per the FAQ, Power can go negative; per the rulebook glossary, your discard pile's order stays fixed unless an effect says otherwise.

Playing at a store or a Regional

Cicaboom's announcement pages for the first Store Championship season never stated a format, as our Store Championships piece found. The Tournament Rules document that took effect on 7 September 2026 — after that season closed on 12 July — now sets one for the tier:

Event typeRequired structure
Casual and weekly eventsOrganizer's choice; Swiss, Best-of-1, 30-minute rounds recommended
Store ChampionshipsSwiss then a single-elimination Top Cut. Swiss must be Best-of-1 (30 minutes recommended); Top Cut is Best-of-1 or Best-of-3 at the organizer's choice
Regionals and aboveSwiss then single elimination; the round structure is published on each event's own page

The rest of what to know before you register:

  • Minimum 4 players, or the event is cancelled. Swiss rounds scale from 3 (4–8 players) up to 11 (1,025–2,048).
  • Rounds default to Best-of-1, 30 minutes. At time, the active player finishes their action or passes, the other player gets one action or passes, and a Mission evaluation runs immediately without the Edge changing hands. Most points wins; a tie goes to the Edge.
  • Best-of-3 Top Cut rounds run on a chess clock of 10 to 15 minutes per player, with no time regained when the turn passes, and the loser of each game picks who starts the next.
  • Sleeves are mandatory at Store Championships and above. Your Missions may use a different sleeve from your deck.
  • No player-made proxies. A judge can issue one only for a card damaged during the event itself.
  • Decklists follow the format "2x Gaara - Sand Coffin (1-120/130)": quantity, name, version, then set number, collection number and set size.
  • Limited events exist too. Sealed lifts the two-copy cap but keeps the 30-card minimum and three Missions; a four-pack Booster Draft builds 20-card decks with four Missions.

Cover of the NARUTO Mythos TCG Shinobi Shiren rulebook, showing Sasuke and Naruto facing off beneath the NARUTO logo, with a 14+ age mark and the word Rulebook along the bottom.

What the rules still leave open

  • Hand size. None of the rulebook, the FAQ or the Tournament Rules states a maximum.
  • Regional structure. The Tournament Rules defer round counts and cut sizes to each event's own page, so two Regionals can run differently.
  • Set 2's second wave. Cards tied to Special Pack Design A are not playable until it ships, and Cicaboom has not confirmed its October date.
  • Set 3. Cicaboom's announcement for Akatsuki calls it the game's first step into NARUTO Shippuden. The rulebook has already been reissued to add one card type for Set 2; whether Set 3 brings another has not been announced.

None of that stops you playing tonight. Learn the scoring table before your first game, and everything else in this ruleset reads as tactics.

Rules above are read from Cicaboom's NARUTO Mythos TCG rulebook PDF (file dated 27 August 2026), the Tournament Rules in effect from 7 September 2026, and the official How to Play, Game Mechanics and FAQ pages, all checked on 28 September 2026.

Frequently Asked Questions

How many cards are in a NARUTO Mythos TCG deck?
A NARUTO Mythos TCG deck needs at least 30 Character and Attachment cards combined, per Cicaboom's Tournament Rules, with no enforced maximum as long as you can shuffle it yourself in a timely way. You may include up to 2 cards sharing the same collection number (printed bottom-left; variant letters such as the A in 108/130 A are ignored), and any number of different versions of the same character name. Each player also brings exactly 3 Mission cards with different names, kept separate from the deck.
How do you win NARUTO Mythos TCG?
A game of NARUTO Mythos TCG lasts exactly four rounds. At the end of the fourth round, the player with more Mission points wins; if the score is tied, the player holding the Edge token wins. Mission points come from each round's Mission evaluation phase, where the player with the higher total Power on a Mission (at least 1) scores its printed points plus a rank bonus: +1 for the D Mission, +2 for C, +3 for B and +4 for A.
How do hidden characters work in NARUTO Mythos TCG?
In NARUTO Mythos TCG you can play any Character card face-down onto a Mission for 1 Chakra, whatever its printed cost. While hidden it has 0 Power, 0 cost, no faction and no keywords, but it still counts as a Character in play, so it adds 1 Chakra in each later Start phase. On a later turn you can reveal it by paying its full printed cost, which counts as playing it and triggers both its MAIN and AMBUSH effects. AMBUSH effects do not trigger when a card is played face-up from hand, and a hidden card can only be revealed in the Mission it already sits in unless a card effect says otherwise.
How does upgrading work in NARUTO Mythos TCG?
In NARUTO Mythos TCG you can play a Character on top of a Character with the same name in the same Mission if the new card has a strictly higher Chakra cost, paying only the difference. The new card's MAIN and UPGRADE effects apply, Power tokens carry over, and the stack counts as a single Character, so it still generates only 1 Chakra per round. If the top card leaves play, every card underneath is discarded. You can upgrade even when the new card has no UPGRADE effect.
What does the Edge token do in NARUTO Mythos TCG?
The NARUTO Mythos TCG Edge token holder takes the first turn of each Action phase, wins every tied Mission, and wins the game if the final Mission points are tied. The first player to pass during an Action phase gains or keeps the Edge, and the randomly chosen starting player holds it for round one. At events using a chess clock, a player forced to pass because their time ran out does not gain the Edge that way.
Why is the first Mission worth so much in NARUTO Mythos TCG?
NARUTO Mythos TCG Missions stay in play once revealed, and every Mission on the table is scored in every Mission evaluation phase. The D Mission revealed in round one can therefore be scored up to four times, the C Mission three times, the B Mission twice and the A Mission once. With the rank bonuses of +1, +2, +3 and +4, a D Mission with 2 printed points can be worth up to 12 points over a game from printed points and rank bonus alone, against 6 for an A Mission with the same printed value. Card effects can add more, such as SCORE effects that grant extra Mission points.
What tournament format do NARUTO Mythos TCG events use?
Cicaboom's NARUTO Mythos TCG Tournament Rules, in effect from 7 September 2026, default to Best-of-1 rounds of 30 minutes. Store Championships must run Swiss rounds in Best-of-1 followed by a single-elimination Top Cut in Best-of-1 or Best-of-3 at the organizer's choice; Regionals and above also run Swiss plus single elimination, with the details on each event's own page. Best-of-3 Top Cut rounds use a chess clock of 10 to 15 minutes per player. Sleeves are mandatory at Store Championships and above, there is no side deck, and there are currently no banned cards.
Can you play Gold Cards in a NARUTO Mythos TCG deck?
Yes. Cicaboom's NARUTO Mythos TCG Tournament Rules treat Legendary numbered cards as alternate versions of an existing card, counted against the same two-copy limit as that card. The document's own example is the Legendary gold Naruto Uzumaki "I'll be the greatest Hokage!", numbered out of 2,000, which plays as Naruto Uzumaki (Rasengan), collection number 133/130.

Keep Reading

Sources & Further Reading
Last updated September 28, 2026.

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