Easy to learn. Impossible to master.
Everyone knows Rock-Paper-Scissors. Shadow Hands transforms the classic game into a fast-paced duel where every move matters. Build your strength with Power-Up cards, unleash devastating Special techniques, and strike at the perfect moment. One clever play can turn the tide of battle!
じゃんけんぽん
Long before it became a playground game, Rock-Paper-Scissors had a different name and a deeper purpose. In Japan it was called jan-ken — and among the warrior class, it carried real weight.
Samurai lived by a code that valued honour above all else. Drawing a blade meant consequences — for both sides. When two warriors reached an impasse that didn't warrant bloodshed, they could settle it with jan-ken: a contest of reading, timing, and nerve. No swords. No violence. Just two hands and the courage to commit.
The game arrived in Japan from China during the 17th century, evolving from older hand games like sansukumi-ken — the “three-way deadlock” where each choice beats one and loses to another. By the Edo period, jan-ken had spread through every level of society, from daimyo courts to merchant houses to the streets of Kyoto.
What made it endure wasn't luck — it was psychology. The best players read their opponents: watching for patterns, exploiting hesitation, disguising intent. A split-second decision that revealed character.
Shadow Hands takes that core idea — the reading, the bluffing, the commitment — and builds a full duel around it. Every throw still matters. But now you have cards to shape the battlefield, specials to shift the odds, and twelve hit points standing between you and defeat.
Each player starts with 12 HP, a hand of cards, and one of each stance — Rock, Paper, and Scissors. Draw from a 24-card deck of Power-Ups and Specials.
Play stance cards publicly to boost your Rock, Paper, or Scissors score. Play special cards face-down for surprise effects that trigger during combat.
Both players simultaneously throw Rock, Paper, or Scissors. The winner deals damage equal to their stance score. Specials modify the outcome. First to 0 HP loses.
Shield
Block all incoming damage
Parry
Block and reflect half damage back
Strike True
Double your damage output
Bandage
Heal 2 HP after combat resolves
Last Breath
Survive lethal damage at 1 HP
Momentum
Win to play 3 cards next turn
Unstoppable
Damage ignores Shield and Parry
All In
+3 damage if you win, 2 self-damage
Chaotic Blade
+2 if opponent stances are equal
Yomi
Win to see hand and force a discard
The Samurai and the Ronin are yours from the start. Unlock DLC character packs to play as legendary rivals — each with a full custom deck and unique mechanics.
The balanced base characters. 12 HP, equal stances, full access to all 10 base specials. Master the fundamentals before branching out.
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Play free in your browser with the base characters, or grab a Duel Pack to unlock new fighters and deck-building.