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
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.
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.
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.
Flip a realm card. It shows which world is open right now and the shape of the road that reaches it.
Lay creators end to end on your own side. Every creator card carries pips, and the pips have to meet.
Finish the road first and the gate is yours. You pick which creator stays behind to hold it.
Keep one card, draw fresh, and the next realm flips. Six gates ends it.
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.
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.
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.
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.
On the moon, on the line between day and night. Nothing native grows here, so everything is traded.
A city built from the ships that carried them. Nothing decays down here, so nothing is ever lost.
A garden and a workroom. Everything is prepared in advance, carried, and paid off later.
The same marsh after dark, slightly wrong. Its window is black glass and gives nothing back.
In orbit. Sequins, brass and gold leaf. The realm of becoming someone else on purpose.
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.
A home realm, a second realm where they still contribute, and their own pips. Every frame is built from its realm's own materials.
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.
Everything else has blank rails and no divider, so you can tell what a card does from across the table without being taught.
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.
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.
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.
Your roster grows, so the set list grows with it. Every creator you sign is a card you already have a home for.
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.
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.
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.
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 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.