How to become a Ninja in Club Penguin


Card Jitsu Logo 
Hey Penguins, on this page is a complete guide on how to be a ninja on the snowy fun island Club Penguin.
First of all you need to know how to play Card jitsu,it's really simple. There are two players and they each get 5 cards,The Cards can be any number up to 12 and they can be 3 different suits of cards Snow,Fire,Water you can only see your cards.(To learn how to get more about Card Jitsu Cards and how to earn more cards for your penguin just go to the bottom of this page were it says "Card Jitsu Cards")To win you need to to get either three cards of snow,fire,water or all three in the same color, if there not in the same color you will have to get some more of not the same color witch takes a little longer though.

 To do this you have to use your mind and think of what the other player is going to get, Say he gets a water of 5's fire could not beat water so it would be bad to get fire.Snow can beat even a snow of 1's could kill water.And, to to beat him with water you just need to get a 6 or above! If you and the other player get the same card it is a tie!But, you do NOT  need to do the color order you can just get bigger cards  then the other player. Ok,that was enough info about what the game is, now I'm going to show you how to become a ninja.
1st step: The things you need to know is how to get to the Dojo ,any penguin can get there by the map, Epf Agents can use there Spy phones to!




Step 2:After that enter the Two big doors into the big building.
 
On the front of your screen you will see a picture of belts, these belts they are they belts you need to earn to become a ninja! Right beside the belts you can see instructions on a piece of paper!And, another with a  list of ninja belts.




Step 3:Then click on a blue mat in the room to battle a random penguin or click on Sensei and battle him and also by clicking on Sensei if you click Earn your belts battle other players!.

 

After you do one of the two your screen should look like  one of these:


Step 4: For this step you just follow the rules I posted on the  beginning of this page and just keep wining and you also earn points for losing to, and over time you will earn more and more belts.And every belt you earn you will get a postcard from Sensei( I did not get a postcard because Sensei did not do that back when I became a ninja)  This may take hours up to a few days!


And then your black belt

Step 5: After you get you'r Black belt you are Not a ninja yet you still have one more step, you have to battle Sensei and win. It's really easy once you have the black belt. Well after that after you beat him, you will get the Ninja mask from Sensei and then you are a True Penguin Ninja!

                                          How To earn Card Jitsu Stamps! 


I know this page is about how to become a ninja, but I thought I'd tell you how to get the stamps for Card Jitsu Snow! Below are the stamps and what you need to do to earn them!

To earn the Grasshopper Stamp: Begin your journey.Earn your white belt

To earn the Element Win Stamp:Win a match with three different elements

To earn the Fine Student stamp:Reach Half way.Earn your blue Belt

To earn the Flawless Victory stamp:Win without letting your opponent Gain any cards.

To earn the One Element Stamp: Win a match with three cards of the same element 

To earn the True Ninja Stamp:Prove your Ninja Skills.Earn your black Belt.

To earn the Ninja Master: Defeat Sensei and become a Ninja!

To earn the Match Master: Win 25 matches.

To earn the Sensei Card stamp: See the Sensei Power Card.

To earn the Full Dojo stamp:Score 9 cards before you win

                                        Card Jitsu Cards                                        
There are over 500 cards in the game Card-Jitsu. They all have effects on the game: Power Cards have special abilities, and every card has its own value, that moves from 2 to 12, and determines who is the winner of the round. Cards can be unlocked from code cards from Club Penguin Trading Cards.
Power cards:
(Note: Different player's starter deck only have one of the power cards below, unless you unlocked it with Club Penguin Trading Cards. These cards should just get you started.)
Sled Race (Snow, Green, 10): The player's penguin disappears and summons a mound of snow and a pair of trees. Then, the user speeds down while riding on an inner tube and knocks over the opponent. When this card is played, the card with the lowest card when selected during the next round wins. This card is very uncommon to get.
Firefighter (Water, Yellow, 10): The player's penguin now appears in a firefighter's outfit and attacks the opponent with a full force of water expelled from a hose. Like the sled race and jackhammer power cards, the firefighter power card's special ability causes the card with the lowest value while played the next round to win. This card is also quite common to get, but not as common as the fire card.
Jackhammer (Fire, Yellow, 10): The player's penguin brings out a jackhammer, wears a hard hat, and begins to pound the ground with the jackhammer. The force of the jackhammer's pounding creates a small vibration, making the opponent bounce up and down. Similar to the sled race and firefighter power cards, the jackhammer power card has the special ability to cause the next card with the lowest value to win. This is the most common card to get.
Series 1 (Original)Edit
Catchin' Waves (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. When this is played, snow cards become water for this round.
Aqua Grabber (Water, Orange, 10): Dojo becomes flooded and user swims away, later returning with the Aqua Grabber. Then user tries to pinch the other penguin with the Aqua Grabber claw, and other penguin swims away before the Aqua Grabber disappears and the dojo returns to normal. When this is scored, discard one opponent's fire card.
Shadow Guy and Gamma Gal (Snow, Orange, 12): Shadow Guy and Gamma Gal are summoned and fire lightning bolts at the other penguin until he/she runs away. When this is scored, your card gets +2 for the next round.
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. When this is scored, the opponent's card gets -2 for the next round.
Octopus (Water, Purple, 11): User inflates Octi and other Penguin tries to pop him but ends up flying around the room. When this is scored, discard one opponent's blue card.
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 tries to touch it, he/she hurts his/her flipper and it throbs. When this is scored, discard one opponent's orange card.
Mighty Plunger (Fire, Red, 12): User takes out a plunger and shakes the ground, just like the jackhammer. When this is scored, your card gets +2 for the next round.
Avalanche (Snow, Orange, 12): User takes out a pink Viking helmet and sings, causing snow to fall on other penguin. When this is scored, the opponent's card gets -2 for the next round.
Tour Guide (Snow, Blue, 9): User gets a tour guide hat and stand. The music from the April Fools Party starts playing, Then the user throws the hat and a map at the other player. An exclamation mark appears on top of the other player. When this is played, fire cards become snow for this round.
AC 3000 (Snow, Purple, 11): The AC 3000 falls out of the sky and user turns it on making the other user become covered in snow. When this is scored, discard one opponent's green card.
Puffle Roundup (Snow, Green, 10): User summons Puffles to stampede over the other user. When this is scored, discard one opponent's water card.
Tipping The Iceberg (Water, Purple, 12): User makes an Iceberg appear under the players and the user shakes the Iceberg and catapults other penguin off. When this is scored, your card gets +2 for the next round.
Snowglobe Igloo (Snow, Yellow, 11): User traps other Penguin in snow globe and shakes it up. When this is scored, discard one opponent's purple card.
Space Adventure (Snow, Red, 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.
Gadget Room (Fire, 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. The force blows opponent's beak backwards and opponent quickly puts beak back to normal (An obvious reverence to the old Looney Tunes cartoons were Elmer Fudd would shoot Daffy Duck's beak out of shape). When this is played, water cards become fire for this round.
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. When this is scored, opponent's Fire cards cannot be played next round.
Night Vision Goggles (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, then turns the lights back on, looking annoyed. When this is scored, discard one opponent's yellow card.
Dragon (Fire, Blue, 12): User puts on the dragon costume and scares the other User and makes him/her run away. Your character then gives an angry look and blows smoke from its nose. When this is scored, the opponent's card gets -2 for the next round.
Jet Pack (Fire, Orange, 10): User puts on a jetpack and flies into other User and then flies past the screen. When this is scored, discard one opponent's snow card.
Thin Ice (Fire, Purple, 11): The arcade game Thin Ice drops from the roof and the User starts playing it. Music from Thin Ice starts playing. The flaming puffle makes its way around the user and melts all the squares adjacent to the opponent except one. The opponent holds up a truce flag but not before the puffle edges on his square, making him fall. When this is scored, discard one opponent's red card.
Flooring Upgrade (Fire, Red, 9): User rolling a red carpet on the opponent. When this is scored, opponent's snow cards cannot be played next round.
Series 1.5: (Puffle Deck)Edit
Yarr (Fire, Red, 11, Puffle pack): Yarr poofs with his cannon and telescope and 3 pins poof behind the opponent and then User Tells Yarr to launch the cannon. When scored discard opponent's snow card.
White Puffle (Snow, Blue, 12, Puffle pack): A white puffle appears and gently creates a snow cloud. It then sneezes and completely freezes the opponent. While the User laughs, the white puffle gets nervous and runs off. When this is scored discard one opponents yellow card.
Keeper of the Boiler Room (Water, Green, 11, Puffle pack): A speaker from the Night Club appears with the Keeper on the top. Music starts playing everyone dances. The door then opens in the speaker and, as the opponent looks in, the keeper jumps on his/her bum then the opponent falls in the speaker. A surprised face emote appears above the speaker. When this card is scored discard one opponents green card.
Series 2Edit
The Penguin Band (Fire, Blue, 9): User uses the card and a stage appears and Stompin Bob, G Billy, Petey K and Franky line up to play a song. Lights appear at the top of the screen and they are really bright! Too bright for the other User . They try to squint but instead fall down on the ground. When this card is played, water cards become fire for this round.
Dojo Sketch (Fire, Yellow, 10): User summons a pencil and the pencil quickly scribbles all over the dojo, making it look the same as in April Fools Parties. The pencil then draws a mustache, a top hat and a black bow-tie on the other User . Then the pencil uses the eraser to erase it. It erases the penguin's beak and the User quickly draws it back on. When this is scored, opponent's snow cards cannot be played next round.
Rockhopper (Water, Blue, 12): The Migrator appears, along with Rockhopper. The User spins the wheel/helm and the sail swings around and knocks the opponent off the boat. Rockhopper laughs at this, and then both him and the Migrator vanish. The opponent walks in and spits out water. When this card is played, snow cards become water for this round.
Sensei (Snow, Purple, 12): The User steps back and Sensei appears holding a stick and a gong appears next to him. He then hits the gong and the vibrations send the opponent shaking off the screen. Sensei and his gong disappear and the opponent walks back in. When this is scored, discard one opponents water card. There is a stamp that goes with this card as well, the Sensei Card stamp.
Anniversary Party (Snow, Blue, 10) A cannon appears from the 3rd Anniversary and fires some cake (and 3 candles) at the opponent. Confetti then falls down above the opponent and party sounds can be heard. When this is played, fire cards become snow for this round.
Halloween Party (Snow, Yellow, 11): The living sled bursts through the Dojo wall and the opponent falls over in fright. The sled advances on him so he runs away very quickly. The sled and the hole in the wall it made disappear and the opponent walks back in. When this is scored, discard one opponents water card.
Quest for the Golden Puffle (Water, Yellow, 10): Alaska and Yukon (holding the Golden Puffle) run by looking worried. The boulder then rushes in and (while missing the user) chases the opponent. The boulder passes and the opponent walks back in. When this is scored, opponent's fire cards cannot be played next round.
Herbert and Klutzy (Fire, Red, 12): A little bump in the floor of the Dojo appears under the opponent and then Herbert's drill bursts out of the ground leaving a massive hole behind. This is a reference to the mission, Mysterious Tremors. The opponent is on the edge of the hole, wobbling, and the User blows, making the opponent fall into the hole. The hole disappears and the user walks back in. When this card is scored, discard one opponent's orange card.
Flare Flinger 3000 (Fire, Purple, 11): The Flare Flinger 3000 appears and two fireworks are flung. It then picks up the opponent and puts him/her in the remaining slot. But instead of the opponent being thrown, the Flare Flinger 3000 explodes and leaves the opponent behind. When this is scored, discard one opponent's red card.
Jackhammers ( Water , Purple, 9): Two penguins in hard hats appear either side of the opponent and start drilling. A cloud appears around the opponent and when it, and the two penguins, are gone, the opponent is inside a crate, with only his/her eyes showing. Another penguin in a hard hat comes along, picks the crate up then wheels it away. When this card is scored, discard one opponent's blue card.
Coffee Delivery Truck (Snow, Orange, 9): A Coffee truck drives by and then reverses behind the opponent. One java bag gets thrown out and lands in the middle. The opponent gives the User a frowning and a pile of java bags, fish, anvils and flower pots land on the opponent. When this card is scored, opponents' Water cards cannot be played next round.
Storm (Water, Orange, 11): The user puts on an umbrella hat and a grey cloud appears above the opponents head. A lightning strike barely misses the opponent and he/she runs away when it starts raining. When this card is scored, discard one opponent's fire card.
Series 3 (Card-Jitsu Fire)Edit
Cadence (Fire, Red, 11): Cadence walks in and a spotlight shines on her. She dances while the other players gaze in amazement. Cadence then stops dancing and the spotlight goes onto the opponent, indicating for them to dance. He/She cannot match up to Cadence's standards, so an audience throws snowballs at them. When this card is scored, the opponent's card gets -2 for the next round.
Cloud Wave (Fire, Orange, 12): The user turns into a Ninja, wearing the Cloud Wave Bracers, and goes invisible. They get a bucket of water and put it behind the opponent. The user appears in front of the opponent and he/she falls into the bucket of water. When this card is scored, discard all opponent's green cards.
Rockhopper's Cannon (Water, Green, 12): A user throws the snowball to Rockhopper, however the opponent thinks they are aiming at them. The opponent does a raspberry to the user until they get hit by the Snow cannon, Rockhopper laughs at this. When this card is scored, the opponent's card gets -2 for the next round.
Gary the Gadget Guy (Water, Orange, 11): Gary the Gadget Guy appears with a new thingamajig. While he drinks his coffee, the toaster shoots out toast, the paper airplane pops the balloon, a line of dominoes fall knocking the secret agent action figure fall on to the mouse trap, the baseball rolls down to the train, the train knocks over the building blocks then the bucket of water falls on the opponent. When this card is scored, the user's card gets +2 for the next round.
X-Treme Penguin (Snow, Yellow, 9): The inner tube, the surfboard, and the jetpack appear below the opponent. He/She then flies around the room and then fall. When this card is scored, the user's card gets +2 for the next round.
Ghost Sheet (Snow, Red, 12) : A sheet is put onto the opponent. The user then holds up a mirror to them and they get scared and run away. When this card is scored, the opponent's card gets -2 for the next round.
Cart Surfer (Snow, Green, 10): A track appears below the opponent. Expecting what will happens next, the user gets ready. However, the cart comes from the opposite direction and knocks the opponent into it. They then go across the screen doing tricks until the opponent falls out. When this card is scored, discard all opponent's purple cards.
Box Dimension (Water, Blue, 9): The user gives the opponent the box and then goes in to the dimension and out. When this card is scored, the user's card gets +2 for the next round.
Keytar (Snow, Purple, 9): The user is now wearing a keytar and a Halloween Scarf. They get ready to play and two amplifiers appear next to the user. They then play as loud as possible and the resulting sound knocks the opponent off screen. When this card is scored, discard all opponent's orange cards.
Medieval Party (Fire, Yellow, 10):The user wears the King's Crown and controls the switchbox, while the opponent is dressed as a Knight. The user presses a button to activate the big red dragon from the party and then presses another to make the dragon breath fire, which scares the opponent. When this card is scored, discard all opponents blue cards.
Switchbox 3000 (Fire, Blue, 11): A user controls the switchbox and presses a button that would explode, the opponent sticks his tongue out at the user. The user then presses a button for a pufferfish to smash into the opponents face. When this card is scored, discard all opponents red cards.
Gold Viking Helmet (Water, Purple, 10): The opponent is in the water while the user rides the Viking boat, while wearing the Gold Viking Helmet. When this card is scored, discard all opponents yellow cards.
Series 3.5: (Card-Jitsu Fire Expansion Deck)Edit
Fire Ninja (Fire, Red, 12): The user comes forward and gives the opponent an birthday cupcake. Then a fire ninja jumps out of nowhere. He bows down at the opponent, drops the hot sauce he is holding and eats the cupcake. The opponent will raise his hands looking very surprised and then the Fire Ninja disappears in the fire. The user will giggle after that. When this is scored, discard one opponent's snow card.
Series 4 (Card-Jitsu Water)Edit
Shocktopus (Water, Yellow, 9): The Dojo is filled with water. Then the user swims away. A Shocktopus appears and chases the opponent while trying to zap him/her.
Dance Contest (Snow, Purple, 12): The Dance Contest Floor will appear and the opponent will try to do the correct moves, but get tired out.
Yeti Cave (Snow, Purple, 12): A Penguin Wearing the Yeti Costume will drive by in the Snow Cat, and your opponent will get hit by it.
EPF Agent (Snow, Blue, 10): The user turns into a agent and your opponent is in the tube transporter. The user use his/her EPF Spy Phone to teleport your opponent. When this is played, Fire turns to Ice this round.
Orange Puffle (Fire, Blue, 9): A Orange Puffle appears at the users side. Your opponent laugh because he/she thought the Orange Puffle can't do any harm. But then the Orange Puffle use it wagon with high speed and knock the opponent down. When this is played, Water turns to Fire this round.
Knight's Quest (Water, Blue, 12): User turns into a Gold Knight. The user use the shield to block the coins falling on the user. Your opponent has no shield so the coins fell on your opponent. When this is played, Ice turns to Water this round.
Island Lifter 3000 (Fire , Blue, 9): User holds a pencil and draw a circle under the user feet. Then the Island Lifter 3000 pulled the ground with your opponent to the sky.
Aunt Arctic Sketch (Snow, Yellow, 11): Aunt Arctic comes out and puts a piece of paper on the battle field. Aunt Arctic draws a printer and the printer shoots lots of paper at your opponent. Aunt Arctic gives the user a High Five.
Puffle Rescue: Ice Floes (Snow, Blue, 10): Your opponent wears a Puffle Rescue Suit and your opponent and the user stands on a floating iceberg. Your opponent tries to land on the next iceberg but it melted and your opponent lands on the floor.
Crab Costume (Water, Purple, 9): Your Penguin will have the Crab Costume on them and your opponent will laugh. Then, your Penguin will start to snap the claws on the costume and the opponent will get scared and run away.
Hidden Lake Lock (Water, Orange, 11): The Underwater Gate Entrance will appear and the opponent will get the key. The opponent will open the door and water will burst open.
Field-Ops (Fire, Red, 12): Your Penguin will turn into an Elite Penguin Force Agent and will press a button on their Spy Phone. Tiles from Bypass The System! Field-Op will appear coming down on your opponent. They will burst through one and hit their head on another row.
Puffle Washer (Water, Yellow, 10): Your opponent will get stuck in the Puffle Washer at the top. They will then get sucked through and come out as a block.
The Veggie Villain (Water, Blue, 12): A giant cardboard Herbert will appear and scare your opponent away. Klutzy will drop it and walk away.
Puffle Rescue: Underground (Fire, Red, 12): Your opponent will have The Puffle Rescue Underground level suit on. Then, they will get carried away by 2 Bats.
Popcorn Device (Fire, Purple, 11): The Popcorn Device will appear and will explode, sending popcorn out at the opponent while the user gots the popcorn and eats the popcorn.
Double Necked Guitar (Snow, Orange, 9):Your penguin will have The Orange Guitar on them and start to play it. Music Notes will hit your opponent in the face.
EPF Spy Phone (Snow, Yellow, 11):Your opponent tries to throw a snowball at you but you use your EPF Spy Phone to disappear. Then your player appears and throws snowball at your opponent.
Flare (Fire, Yellow, 10):Flare will appear, breathe some fire to make a loop and he will jump through it onto the opponent's head.
Recipe for Disaster (Snow, Orange, 9):The user will give the opponent a pizza, but then the user calls Herbert and Herbert was angry because your opponent ate his pizza. Then Herbert chase after your opponent.
Green Hard Hat (Water, Orange, 11):Your Penguin will wear the Green Hard Hat and will start to drill trees. Your opponent will get blasted away by a huge tree that grows.
Haunted House (Fire, Yellow, 10): The Haunted House will replace the Dojo. Your opponent wasn't afraid. But then instruments float behind your opponent and plays really loud and disappear. Your opponent was getting scared then the instruments plays loud again and scares your opponent.
Fire Dragon (Fire, Purple, 11): The Dragon will appear behind your opponent. It will breath smoke and shoot fire out of its mouth. Your opponent will run away. ( Same with Medieval Dragon Card in Series 3 )
Puffle Rescue (Water, Yellow, 10):A fan will appear beneath your opponent, and the fan then makes a bubble and traps the opponent inside. The fan disappears, and the bubble pops. The opponent lay flat on the floor.
Series 4.5 (Card-Jitsu Water Collector Tins/Bonus Tins)Edit
Water Sensei (Water, Blue, 12) This card can only be found in the Card-Jitsu Water Sensei Tin or the Card-Jitsu Water Ninja Tin. This card has no purpose in the game and there is no code cards that unlock this card.
Water Ninja (Water, Yellow, 11) This card can only be found in the Card-Jitsu Water Ninja Tin. Like said before, you can find these cards in stores. Still, this card has no purpose. You can't unlock this card. You can only use this card in real life against your friends at home.
Series 5 (Card-Jitsu Water: The Second Wave)Edit
Water Dojo ( Water, Purple, 11 ): The Water Dojo appears and in front of your opponent is a Water Ninja Statue with a Water Mask. Then the Mask Opens and water flows out and splash in to your opponent. The a fish pops out in the water ninja mask and spits out water at your opponent.
Wii Rollin' Riot (Snow, Yellow, 11): Your penguin and opponent appear at a snow field, then your penguin rolls a snowball while the opponent is still confused where he/she is then the user bumps into the opponent, sending them flying, then both penguins appear back at the dojo.
System Defender (Fire, Yellow, 10): Ultimate Protobot appears. He turns and looks at the opponent who freaks out but then the protobot turns away and goes off the screen, and the opponent is relieved. Then a whole load of bugs come and crush the opponent and the user laughs.
Coins For Change Goal! (Water, Orange, 11): A green pipe appears above the opponent's head. Three coins fall out of the pipe and onto the opponent's head. The opponent pulls out an umbrella and deflects the next four coins. Then the opponent sticks it's head out from under the umbrella and a whole load of coins fall on the opponent. Then the opponent spits out a coin.
Green Puffles In Jet Pack Adventure (Fire, Yellow, 10): You and your opponent both have jet packs. Then both of you fly up and up in to the sky. But you and your opponent is starting to ran out of fuel. Then a Fuel Box comes in. Then a Green Puffle comes and pushes the Fuel Box to you and give you fuel while your opponent falls down and crash in the Dojo Floor.
Sensei Water Battle (Water, Blue, 9): The game of the water dojo appears then he or she falls but grabs on to a stamp. Then the opponent realizes that the stamp is to fall off the waterfall. Then the user giggles while the opponent falls off the waterfall.
G and The Machine (Fire, Red, 12): The Dojo is now in the Wilderness Expedition Puzzle Part and then a telephone rang. Your Opponent picks it up but nothing answer then suddenly, a barrel swings and hit your opponent in the belly.
Keeper of the Boiler Room (Water, Green, 11, Puffle pack): (NOTE: RARE CARD) A speaker from the Night Club appears with the Keeper on the top. Music starts playing everyone dances. The door then opens in the speaker and, as the opponent looks in, he is also pushed in. A surprised face emote appears above the speaker. When this card is scored discard one opponents green card. ( I know this card is old but this card is part of Card-Jitsu Water Second Wave! Don't Delete this!)
Holiday Dojo Lights (Snow, Blue, 10) : User summons Christmas lights to cover the Dojo floor. Then, two ninjas swoop down from nowhere, grab and pull the string of lights, tangling up the opponent, also dangling them in the air. Then, the ninjas jump of screen and your opponent falls to the floor. The round this card is played, all Fire cards turn to Snow.
Fire Dojo Challenge (Fire, Blue, 9): (Same animation as the fire ninja card from series 3.5)
Puffle Roundup (Snow, Green, 10): User summons Puffles to stampede over the other user. When this is scored, discard one opponent's water card. ( I know this card is from series 1 but I check and this card comes with this Card-Jitsu Second Wave Set!)
Puffle Rescue (Water, Blue, 12 ): Your opponent wears a Puffle Rescue Suit and your opponent and the user stands on a floating iceberg. Your opponent tries to land on the next iceberg but it melted and your opponent lands on the floor. ( NOTE: This card animation is the same with Card-Jitsu Water Power Card: Puffle Rescue: Ice Floes)
Brown Puffle Cliff ( Water, Yellow, 10): A brown puffle will appear. A zap machine will appear and turn the opponent into a cookie. The brown puffle will run to eat the opponent.
Fire Ninja Force (Fire, Red, 12): (Same animation as the fire ninja card from series 3.5)
Giant Pearl (Water, Purple, 9): Dojo becomes flooded and user swims away, later returning with the Aqua Grabber. Then user tries to pinch other penguin's butt with the Aqua Grabber claw, and other penguin swims away before the Aqua Grabber disappears and the dojo returns to normal. ( Note: This card animation is the same as the Aqua Grabber Power Card in Series 1)
Elite Puffle: Flare (Snow, Purple, 12): (NOTE: RARE CARD) Flare will appear, breathe some fire to make a loop and he will jump through it onto the opponent's head. (This card animation is the same as the one in Series 4!)
Adventurous Red Puffle (Fire, Purple, 11 ): Yarr poofs with his cannon and telescope and 3 pins poof behind the opponent and then User Tells Yarr to launch the cannon. ( Note: This card animation is the same as the power card in series 1.5: Puffle Deck!)
Elite Comm Class Agents (Water, Purple, 9): (NOTE: RARE CARD) The user becomes a tech agent and uses his hand computer to type in some information. Then three blue targets float down and target the opponent who is then pelted with about six snowballs all at once. Then everything goes back to normal.
Water Stamps (Water, Yellow, 10): (Same as Water Sensei Power Card)
EPF under Attack! (Snow, Purple, 12) (NOTE: RARE CARD) (Same animation as EPF Comm Class Agents card)
EPF Agents (Water, Orange, 11) : (NOTE: RARE CARD) (Same animation as Elite Agent in Series 4)
Enemies of the System (Snow, Orange, 9) : (same animation as System Defender power card)
White Puffle (Snow, Blue, 12): (This card came back from the Puffle Deck)
Halloween Swamp (Snow, Orange, 9): Dojo turns into the Dark Chamber from Halloween. Opponent thinks of combination to get through door. User hits all of the keys really hard and surprises the opponent, who covers their ears. Battlefield goes normal again.
Prepare For Pumpkins (Snow, Blue, 10): Pumpkin lands in the Dojo. It has a face and scares the opponent. Opponent runs away.
Yarr (Fire, Red, 11): (This card came back from the Puffle Deck)
Finding Rockhopper (Snow, Yellow, 11): (Same animation as Migrator card)
Puffle Partying (Fire, Yellow, 10): This card cannot be unlocked online.
Puffle Science (Water, Purple, 11): This card cannot be unlocked online.
Mobile Fire Power Card 1 (Fire, Purple, 11): This card can be unlocked online. It shows the player go into shadow outfit and use its shadow to scare the other player. This allows the next card used by that player to have +2.
Series 6 (Card-Jitsu Snow)Edit
Rumors say that Card Jitsu Snow will come out in November 2011 but it didn't, instead, a Card Jitsu Party. Card Jitsu Fire came out is November 2009 and Card Jitsu Water came out in November 2010. But Card Jitsu Snow didn't come out in November 2011. People say that is will come out in 2012. Some say there will be a beta hat power card or a snow dojo power card or even more stuff about EPF. But Spike Hike confirmed it will be in 2013. On May 23, 2013, Card-Jitsu Snow came out.

List of possible effects:
When you see a picture of a 9 and a 1 with curved arrows around them in the game, this means that if both players play the same element, the card with a lower value will win.
When you have a +2 or -2 on top of your penguin, that means the value of your card will change depending on the symbol. This is why 2 is the lowest card value.
When you see a colored card or element with a bomb on it come to your side, it will discard a certain type of cards (green card with bomb discards your green cards)
When you see two elements and an arrow in between go on top of your card, this means that all water cards become fire, fire becomes snow, or snow becomes water.


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