Shadow Duel: Fighting With a Blade in the Dark
The Shadow Duel game variant takes the familiar Shrine board and shrinks your visible army down to the essentials: a Sensei, two Disciples in the back corners, and a Ninja that starts hidden next to your Shrine.
The core turn structure is the same. You play a movement card, you move a visible piece, and you are still trying to capture the opposing Sensei or reach their Shrine. The difference is that every turn now has a second layer sitting on top of that: your Ninja can also move with that same card, in secret.
This mode is all about playing normal Hidden Path while constantly asking yourself, “What if there is a Ninja here?”
What actually matters in Shadow Duel
There are three things you care about on almost every turn:
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Is my Sensei safe from both visible pieces and a possible Ninja jump
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What can my Ninja do right now if I let it move with this card
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What does this card tell me about where their Ninja might be
You still cannot ignore the basics. If you walk your Sensei into an obvious capture, the Ninja will not save you. Your two Disciples still define most of the visible structure, and small trades still matter.
The Ninja sits on top of that as a force multiplier. When it works well, it turns ordinary moves into double threats. When it goes wrong, you reveal it for nothing and lose tempo.
Using your Ninja without throwing it away
The temptation in early Shadow Duel games is to use the Ninja every turn because it feels cool. That is usually a mistake.
A good Ninja move does at least one of these:
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It brings the Ninja closer to the enemy Sensei or Disciples in a way that is hard to cover.
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It sets up a future guess capture by getting behind the lines.
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It quietly corrects your shape while your visible pieces pretend to be doing something else.
A bad Ninja move is one you are only making because you feel like you should “do something” with it.
Early in the game, it often makes sense to keep your Ninja fairly close to home. Let your Disciples stake out the center and get a sense of which cards are going to define the midgame. You can push the Ninja forward later, when the board is clearer and your opponent has already committed to a plan.
Revealing your Ninja is a big deal. You only want to do it when:
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You are taking something that really matters, like a Disciple that is guarding their Shrine lane.
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You are setting up a follow up that your opponent cannot easily punish, even if they know exactly where the Ninja is for a turn.
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You are trading Ninjas and you think the resulting board is good for you.
If you reveal the Ninja just to pick off some random piece and then immediately lose it, you spent your special resource for nothing.
Reading where their Ninja can be
You never get to know exactly where their Ninja is, but you can do better than guessing purely at random.
A few simple habits help a lot:
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Mentally track the first few cards they play. Any time they play a card, ask yourself, “If they moved their Ninja after this, where could it reach now?” You do not have to be perfect, just roughly aware.
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Notice when they skip chances to move the Ninja. If they have a card that would let a Ninja jump into an obvious strong square and they do not take it, that often tells you the Ninja is not in range of that jump.
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Pay attention to where their Disciples seem strangely cautious. If they keep refusing to move through or onto a particular square, there might be a Ninja standing on it.
You will never map out every possible path. That is fine. The goal is to rule out truly impossible squares and highlight the ones that are more likely. Over time you build a sense of “Ninja hot zones” and “Ninja cold zones” without needing to do full calculation.
Protecting your Sensei
On the 5×5 Shrine board, your Sensei cannot afford to wander around without support. With Ninjas in play, this is even more true.
A few practical rules:
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Try not to let your Sensei get completely separated from both Disciples. If you leave it alone in open space, your opponent only needs one decent card and a Ninja in the right neighborhood to end the game.
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Do not walk your Sensei onto a square where a Ninja plus a visible card can reach it in one step. Any time you play a card, glance at the pattern and ask, “If their Ninja were close, would this be a disaster next turn?”
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Respect empty squares that feel “too good.” A square that both threatens their Sensei and seems unguarded is often the kind of place where a Ninja is waiting to punish you.
You will not avoid every tactic. The goal is to cut out the obvious self mates where you walk directly into a Ninja plus card combo that should have been easy to see coming.
When to go for a guess capture
Guess captures are the flashy part of Shadow Duel, and they should be rare.
The question is not “Can I guess?” It is “What happens if I am wrong?”
Good times to guess:
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You are convinced their Ninja must be on one of a small number of squares, and hitting it would swing the game.
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Your own Ninja is currently not doing much anyway, and stepping into the open for a turn is not fatal.
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You are behind, and you need a high impact play to get back into the game.
Bad times to guess:
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Your Ninja is your main source of counterplay, and revealing it for no gain would leave you helpless.
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You have not really been tracking where their Ninja could be, so you are just clicking a random square.
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You are already winning on the visible board, and you do not need to take unnecessary risks.
One useful habit is to pause before any guess and say out loud (or in your head), “If this is wrong, am I okay with my Ninja being revealed here for a full turn?” If the answer feels like “absolutely not,” then it is usually better to wait.
Openings, midgames, and endgames
In the opening, your main jobs are simple: get at least one Disciple into the center, do not blunder your Sensei, and do not reveal your Ninja for no reason. A Ninja that never moves in the first couple of turns is not wasted. It is just waiting for the board to give it something worthwhile to do.
In the midgame, things become more about timing. This is where well timed Ninja reveals can pick off isolated Disciples, and where both players are trying to line up Sensei runs while pretending they are not. Your Ninja often becomes a shadow that follows the direction of the card cycle, waiting for the one card that turns a quiet position into a direct threat.
Endgames with Ninjas are weird and fun. When there are very few visible pieces left, almost every empty square near the Sensei or Shrine feels dangerous. It is often correct to leave certain squares alone entirely, not because you know a Ninja is there, but because losing if you are wrong is too expensive.
If it comes down to a position where you are sure their Ninja is close and you have one realistic guess, it can be worth committing. Even missing and revealing your Ninja can clarify the position in a way that lets you play the rest of the endgame more confidently.
Shadow Duel is still the same Hidden Path under the hood. You still move with cards. You still defend your Sensei and hunt theirs. The Ninja does not replace any of that, it just adds a second game on top of the first one where both of you are trying to read not only the board and the cards, but each other.
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