
JANKEN JUTSU
Rock-Paper-Scissors meets ninja combat. Outsmart your rival and score 3 HITs.
About the Game
Rock-Paper-Scissors meets ninja combat. Outsmart your rival with Chakra, Jutsu, and mind games in this fast-paced 2-player duel.
JANKEN JUTSU is a 2-player simultaneous card game inspired by Rock-Paper-Scissors with ninja theming. Each round, both players secretly choose an action card and reveal simultaneously. The matchup determines whether a HIT is scored — first player to land 3 HITs wins the match. The game adds strategic depth through a Chakra resource system and Jutsu cards — special technique cards with unique abilities that players can equip before the match. Choose your Ninja Rank to determine how many Jutsu you bring and how much Chakra you start with, then outplay your opponent through prediction, resource management, and powerful jutsu combos.
Play Format
Key Features
Simultaneous Card Play
Both players choose cards at the same time — no waiting for turns. Pure prediction and mind games.
Chakra Resource System
Manage your Chakra pool to fuel attacks, jutsu, and the devastating Secret Technique.
12 Unique Jutsu
From Shadow Clone (copy opponent's action) to Chakra Drain (steal resources), each jutsu changes the dynamics.
Ninja Rank System
Choose your power level: Quickplay (no jutsu, fast games) to Shujin (4 jutsu, deep strategy).
Jutsu Slot Board
Active jutsu occupy Taijutsu, Ninjutsu, and Genjutsu slots on the board, providing ongoing effects.
Bot Opponents
Practice against AI with random or heuristic difficulty levels.
Game Mechanics
Quick Start
- Pick a Ninja Rank (Quickplay for beginners, Chunin for 1 jutsu)
- Select your Jutsu cards from the pool (if your rank allows)
- Each round: pick a card face-down, then both cards flip simultaneously
- Attack beats Charge/SecTech (HIT!), Guard blocks Attack, matching cards tie
- Manage Chakra: Charge gains +1, Attack costs 1, Jutsu cost 2
- First to score 3 HITs wins the match!
How to Play
Objective: Score 3 HITs against your opponent to win.
Core Actions: Attack (-1 Chakra, HIT vs Charge/SecTech), Charge (+1 Chakra if not hit), Guard (blocks Attack), Secret Technique (costs all Chakra, guaranteed HIT, requires full Chakra bar).
Resolution: Both cards reveal simultaneously. Attack vs Charge = HIT. Attack vs Guard = BLOCK. Same action = MATCH (tie). Attack vs Attack = DOUBLE HIT (both score).
Jutsu: Special cards costing 2 Chakra. Each has a class (Taijutsu/Ninjutsu/Genjutsu), activation timing, and duration. Active jutsu sit in board slots providing ongoing effects.
Misplay: Playing a card you can't afford (e.g., Attack with 0 Chakra) counts as GUARD instead.