
A single-player samurai card game about linking blades. Each technique only chains with the one it fits, like dominoes, and the longer the chain the harder it lands. Your opponent's blades decide how much of it survives. Two schools, hidden paths, one campaign of duels.
You don't play a card — you build a chain. Every technique has an opening and an ending, and
each one only links to the technique it fits. You lay them down face down, and when both duelists are
done, the two chains meet position by position.
The longer the chain, the more damage it carries. But every position is a clash, and a technique that
loses its clash adds nothing. You build the chain. Your opponent decides how much of it lands.
Attack beats Maneuver. Maneuver beats Defense. Defense beats Attack. When two techniques of the same
type meet, no number saves you: the position goes to whoever holds the initiative — and if
nobody holds it, both cancel out. Win a position and the initiative is yours, shielding you on the
next one. The duel has momentum, and taking it from your opponent is half the craft.
Kurenai River — water. Its techniques live in the low values, and they link into each otherreadily: the river doesn't strike, it drags.
Mount Okuribi — ember. Its techniques live in the high values and open harder: fire doesn'tflow, it catches.
The two schools overlap on only a couple of values, so mixing them means fewer techniques that link —
and a deck built to bridge the gap on purpose.
A campaign across regions where you choose your opponent at each stage, and a forge where the pieces you
combine matter for what they share — their element, their region, their era. Like matching affinities, but
with steel.
Free Duel — your decks against any rival.
Daily Challenge — a fixed duel, the same one for everybody, every day.
A single-player game, paid and complete. You buy it once.
No microtransactions, no passes, no energy. Not now, not later.
No always-online requirement.