Step into the jianghu and you are one card, like everyone else. Ace of Jianghu is a wuxia card adventure made by one person — a Korean who writes wuxia stories. Shaolin, Wudang, the Unorthodox Alliance, the Heavenly Demon Cult: become one of their four heroes and cross the jianghu. Each hero's story forks, and the road…
Step into the jianghu and you are one card, like everyone else.
Ace of Jianghu is a wuxia card adventure made by one person — a Korean who writes wuxia stories. Shaolin, Wudang, the Unorthodox Alliance, the Heavenly Demon Cult: become one of their four heroes and cross the jianghu. Each hero's story forks, and the road you take changes who you meet, and the story itself. A fight that begins with a feud inside your own sect runs through the war that tangles the orthodox, the unorthodox and the demonic, until it reaches the shadow whose hand has closed around the whole jianghu.
A jianghu drawn in one breath
The art, the sound and the words all passed through one pair of hands — someone who has long dreamed of the jianghu. 160-plus ink-wash cards, 80-odd named figures, twelve roads through the jianghu.
This is not a story about ascending. No immortals, no elixirs, no rising to heaven. Only people, blades, and what people do to each other.
Every sect fights its own way
- Shaolin — Vajra. The longer you hold, the more it stacks, and the heavier your fist lands.
- Wudang — Flow. Force you turn aside or slip away pools up, and what pools comes back on the blade.
- Unorthodox Alliance — Scheme. Every blow that draws blood adds to it, and the more it builds, the heavier every strike lands. Let it ripen, then settle the whole account at once.
- Heavenly Demon Cult — Inner Demon. The price of the heaviest strike in the game. It eats your attack and your guard — and some arts feed on it.
Here, every card is a martial art. Win a fight and you learn a new technique, rest and you hone what you have learned, and let go of the moves that no longer serve you.
Hit a wall?
Breakthrough — stake the whole turn on climbing a realm. Make it and your sect's Secret Art enters your deck. Miss it and your turn ends there.
And on the day that
Secret Art is in your hand, pour in eight Qi and let loose a move that fills the screen.
Combat you read a turn ahead
What the enemy is going for is written above their head. Block it, slip it, or put them down before it lands. The whole fight is in how you answer a move you can already see.
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