A turn-based trading card game of jutsu, traps, and high-risk power. Build your deck. Command your clan. Forge your legacy in the dark Edo-fantasy world of Spiritfang.
Every week, three cards enter the Chamber of Verdict. The one you choose enters the game — permanently. The second fights one final battle. The last is destroyed. Forever. Your vote is final.
In the shadowed realm of Spiritfang, destiny is not written — it is fought for.
Enter a world of Edo-fantasy warfare, where ink-born chess patterns shift with intention, ultimate techniques awaken only when their conditions are met, and every warrior carries the weight of fate on their blade.
This is not a game of luck. This is a duel of minds, spirits, and sacrifice.
Three hundred years before the first card was drawn, the Great Shogun sold his soul to win a war. Someone wrote down what it cost.
A boy of seventeen with no name worth entering anywhere climbs a wall above a burning quarter — and is seen. Twenty-two years later he holds a continent together with his own two hands, and the twelve men who love him best are deciding how to kill him.
Between those two mornings: a ghost sold to a guild at fourteen. A fox strategist who has never once been wrong about a number. A queen carried out of her own palace rolled in a carpet. An actor with a mask that costs him something every time he wears it. And a scribe who was in every room that mattered, and was never once asked a question about himself.
They are not friends. Several of them never meet. Between them, without intending it and without once being asked, they save a Realm — which then has to decide what to do about the one of them it cannot manage without.
Written for adult readers. It is not a tie-in, and it does not explain the game — it is the history the game inherited.
Enter this code in the Game Marketplace to unlock two free EPIC card packs. Use it to start strong.
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