How to Play

Shadow Hands is a duel. Two players, 12 hit points each, and a deck of cards that turn every game of Rock-Paper-Scissors into something worth thinking about.

The Goal

Knock your opponent down to 0 HP before they do it to you. You both start at 12.

Every turn, you each play a card, then throw Rock, Paper, or Scissors at the same time. Whoever wins the throw deals damage. Whoever loses takes it. Simple as that.

The interesting part? Your cards decide how much damage you deal and whether you can block, heal, double down, or completely turn the tables.

RockScissors

Two Types of Card

Your deck has 24 cards. Half are stances, half are specials. They work very differently, and knowing when to play each is where the real game lives.

Stances

Played face-up

Rock, Paper, and Scissors cards. Every stance you play adds +1 damage to that suit. Stack three Rock stances and your Rock throw hits for 4 instead of 1.

Here's the catch: your opponent can see your stances. They know your Rock is dangerous. So do you throw Rock because it's strong, or Scissors because they won't expect it?

Specials

Played face-down

Shields, traps, power-ups, and mind games. When you play a special, your opponent only sees the back of the card. They don't know what's coming until the throw resolves.

Timing is everything. A well-placed Shield saves your life. A wasted one gives your opponent a free turn to build power.

A Turn

Every turn has the same rhythm. Play a card, throw a hand, see what happens.

Play a Card

Pick one card from your hand. Stances go face-up (your opponent sees them). Specials go face-down (they don't).

Throw

Both players choose Rock, Paper, or Scissors at the same time. This is where the reading and bluffing happens.

Resolve

Winner deals damage equal to their stance score. Specials kick in — maybe you blocked it, maybe you doubled it. Draw a card and go again.

The Specials

Ten different specials, each one changes the game in a different way. You'll learn what they do pretty quickly. Learning when to play them takes longer.

Shield

Shield

×2

Blocks all incoming damage. Your safety net when things get rough.

Parry

Parry

×1

Blocks the hit and sends half the damage back. The ultimate counter-punch.

Strike True

Strike True

×1

Doubles your damage. Play it when you're feeling confident about your read.

Bandage

Bandage

×2

Heals 2 HP after combat. Works whether you win or lose.

Last Breath

Last Breath

×1

Cheats death once. If a hit would finish you, you survive at 1 HP instead.

Momentum

Momentum

×1

Win, and next turn you play 3 cards instead of 1. A massive power spike.

Unstoppable

Unstoppable

×1

Cuts straight through Shield and Parry. No hiding from this one.

All In

All In

×1

+3 damage if you win, but you take 2 damage regardless. Go big or go home.

Chaotic Blade

Chaotic Blade

×1

+2 damage if your opponent has balanced stances. Punishes indecision.

Yomi

Yomi

×1

Win, and you see their hand next turn — then force them to discard a card.

Finding Your Style

The Long Game

Stack stances early. Build one suit up high and dare your opponent to guess which one you'll throw. Patient players who invest in power can end the game in a single devastating turn.

The Bluffer

Build Rock but throw Scissors. Play specials to keep your opponent guessing. Bluffing works because your throws are hidden but your stances aren't — use that tension to your advantage.

The Survivor

Shield, Bandage, Last Breath — some players focus on staying alive and waiting for their moment. Absorb damage, heal up, and then strike when your opponent has spent their best cards.

Characters

The Samurai
The Ronin

You start with The Samurai and The Ronin — two balanced fighters with the same core deck. DLC packs unlock 10 more characters, each with their own abilities and playstyle.

Best way to learn? Play.

Jump in and try it. It's free, it runs in your browser, and you'll pick it up in a couple of rounds.

How to Play Shadow Hands — Card Game Rules | Moonbeans | Shadow Hands