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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.

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About HASSO

One question, every turn

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.

The edge, the feint and the guard

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.

Two schools, two stretches of the wheel

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.

The Dojo Path

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.

And when the campaign is done

Free Duel — your decks against any rival.
Daily Challenge — a fixed duel, the same one for everybody, every day.

What it is, and what it isn't

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.

Steam data © 2026 Valve Corporation. Trademarks are property of their respective owners.

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