Pamplemoose Games
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Pamplemoose Games × Realm of Raines · Concept Pitch

Realm of
Raines

A card game for two to six players, where connection is the mechanic, not the theme.

Working title · A concept by Pamplemoose Games with Unique Raines

The insight

Your roster is
already a world.

A hundred and forty five creators across gaming, anime, cosplay, music and VTubing, spread from Georgia to the Carolinas to Texas. Nothing obvious ties them together, which is exactly the problem a good world solves.

So we did not design a card game and paint your people onto it. We built the world the roster implies, and the game came out of the world.

Where the world starts

Rain falling in
full sunlight.

In the American South a sunshower means the devil is beating his wife. In Japan it is kitsune no yomeiri, the fox's wedding. Two traditions that never met both decided that rain in sunlight means something is happening.

Your creators live inside anime and gaming fandom and their culture is Black and Southern. This world has to be both at once, so we only used what both traditions already agreed on. The rule the whole design is built to
What it is

Six gates. Six creators deep.

A valley where the sun never sets, ringed by six peaks. Each peak holds a gate to a different realm. Control all six and you win.

1

Flip a realm card. It shows which world is open right now and the shape of the road that reaches it.

2

Lay creators end to end on your own side. Every creator card carries pips, and the pips have to meet.

3

Finish the road first and the gate is yours. You pick which creator stays behind to hold it.

4

Keep one card, draw fresh, and the next realm flips. Six gates ends it.

The signature mechanic

Laying the Road.

The realm card prints the road you have to build. Every creator is a domino, so you lay them end to end until your road matches it.

The Crossroads realm card
The realm card prints the road
Dre the Jungle King
Two gold over three black
X0XbatgirlX0X
Five black over a blank

Dominoes are not a borrowed mechanic here. They are a front porch, a barbershop and a family reunion across the whole American South, and they are the one card game grammar this audience already knows by heart.

Why it had to work this way

A creator card should never
have a damage number.

The problem with combat

No one should be the weak card

The moment cards carry attack and health, somebody on your roster is officially the worst one. That is a bad product and a worse conversation to have with the person whose face is on it.

What replaces it

Fit instead of force

Pips cannot be ranked. A creator carrying two dark and one light is useful on a road that a three light creator cannot finish. Every creator is the missing piece somewhere.

This is a game about building connections rather than fighting, which is exactly what your creators do for a living. The whole design in one sentence
The map

Six realms. Three energies.
One valley in the middle.

The Crossroads

Light + Dark

On the moon, on the line between day and night. Nothing native grows here, so everything is traded.

Deep Water

Water + Dark

A city built from the ships that carried them. Nothing decays down here, so nothing is ever lost.

The Green

Light + Water

A garden and a workroom. Everything is prepared in advance, carried, and paid off later.

The Night Side

Dark

The same marsh after dark, slightly wrong. Its window is black glass and gives nothing back.

Maternia

Light

In orbit. Sequins, brass and gold leaf. The realm of becoming someone else on purpose.

Steeldrive

Light + Water

Steam, rail and hammer. Burns both energies into work and wins by outlasting.

Light answers Dark. Dark absorbs Water. Water dims Light. Three energies in a loop, so no realm is a dead end.

The cast

Your top thirty three,
as the first set.

A home realm, a second realm where they still contribute, and their own pips. Every frame is built from its realm's own materials.

AquaEmpress
Deep Water · verdigris and shell
Rayvenn The Goddess
Maternia · gold leaf and glass
Justin Woodley
Steeldrive · riveted iron
SunKusanagi
The Green · bark and bottle glass
How creators appear

Not a photograph.
The person they already built.

Andre Cummings portrait card
A creator, standing in a world
Dre the Jungle King
A creator who belongs to it

Andre Cummings commissioned that throne, that crown and those gorillas himself, years before we turned up. We kept all of it and dropped the jungle, because the Crossroads is bare lunar ground. The persona comes from the creator. The realm decides how it is dressed.

The rest of the deck

Only creators are dominoes.

Everything else has blank rails and no divider, so you can tell what a card does from across the table without being taught.

Nine Nights
Conjure · changes the road
Jury Rig
Rig · changes your side
Mojo Hand
Item · attaches and holds

In hoodoo a piece of magic is called a working. Conjure bends the board and Rig bends your own cards, and the two answer each other.

Why people chase it

Same creator.
Different road.

Queen Yuki
The double six · every pip a prism

A creator can be printed more than once with the same face and a different set of pips. Collectors chase the version that finishes a road nobody else can finish.

That is where the rarity lives. A printing can be rare without any creator being ranked above another, which keeps the collectible engine running and keeps every conversation with your roster an easy one.

And the heaviest card in the set is yours. Queen Yuki is the double six, and her pips connect to any value and any colour, because she is the only junction in the world.

Why this roster

The numbers that
actually matter here.

145
creators on your roster
33
on your shortlist, the base set
6
realms, and six ways to matter

Norse, Greek, Egyptian and Japanese pantheons have been used by card games for thirty years. African American folklore has almost nothing at scale. That is a real opening, and it is one your roster is uniquely placed to walk through.

Straight with you

What is done and
what isn't.

The concept is finished. The game is not. The universe, the six realms, the energy system, ten pieces of key art and a working card frame all exist. The rules are a first draft that has not been playtested yet. We will not pretend otherwise.
The funding is not solved. Building this properly is months of design plus commissioned art. The per-creator buy-in idea does not fit a roster where most people charge under a few hundred dollars a post. That model needs rebuilding before anyone is asked for money.
This is not our culture to write alone. The world draws on Gullah folklore, conjure tradition and Afrofuturism. You are a co-creator on it with your name attached, we want art and lore from people on your roster, and there are calls in here that should be made by people with standing to make them.
Where it goes

One set is a game.
Many is a franchise.

Your roster grows, so the set list grows with it. Every creator you sign is a card you already have a home for.

SET ONE · The thirty three SET TWO · The full roster ALTERNATE ROUTE PRINTINGS · the chase cards ATHLETE AND COLLEGIATE SETS · your homecoming idea THE WORLD BEYOND CARDS · comics, apparel, digital

The world was deliberately built bigger than one card game. Six realms with their own rules, their own look and their own stories is a setting, and settings outlive their first product.

Who builds it

A two designer studio
that finishes things.

Track record

HAVOC: Gen Zero

The card game we designed, funded on Kickstarter in under thirty minutes. We have built concepts for music brands, sports leagues, publishers and consumer brands, several of them live right now.

How we work

Zack Howe and Cole Beardsley

Two designers, Madison, Wisconsin. Small enough that you always talk to the people doing the work, and fast enough that this whole world existed in a week.

On this one we would rather not be the only names on it. Bringing in a designer from inside the culture is a priority for us, and we have a first call in mind.

Next step

Show it to six of them.

Pick six creators from the shortlist, send them their realm and their card, and ask whether they want it or whether they would rather be somewhere else. That one question tells us whether this world belongs to them, and it costs nothing to ask.

Money is a later conversation and not a number on a slide. If this is not the direction you want, that is a fair answer and we would rather hear it now than in three months.

Zack Howe & Cole Beardsley · Pamplemoose Games · zack@pamplemoosegames.com

Concept cards shown are preliminary and were made with creator likenesses pending each creator's approval. No creator has been committed to anything by this document. Personas, pips and abilities are proposals. Final art would be commissioned, and we want it commissioned from artists on your own roster. AI never touches the game design.

Concept pitch prepared by Pamplemoose Games LLC for Realm of Raines Digital. Creator names, handles and roster information appear solely to demonstrate this concept and remain the property of the individuals concerned. Game mechanics and designs are original work of Pamplemoose Games LLC. Not for distribution.