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.
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.


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.



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?



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.
Every turn has the same rhythm. Play a card, throw a hand, see what happens.
Pick one card from your hand. Stances go face-up (your opponent sees them). Specials go face-down (they don't).
Both players choose Rock, Paper, or Scissors at the same time. This is where the reading and bluffing happens.
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.
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.

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

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

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

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

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

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

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

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

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

Win, and you see their hand next turn — then force them to discard a card.
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.
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.
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.
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.
Jump in and try it. It's free, it runs in your browser, and you'll pick it up in a couple of rounds.