◈ CARDS DESIGN STUDIO EXPLORATION 001

A NEW COLLECTIBLE CARD GAME / DESIGN JOURNAL

Small deck.
Big possibilities.

A game you can learn over a coffee,
and keep discovering for years.

Three ways to play. Two leading theme directions.
This is where we find the game worth making.

Explore the directions ↗
An armored dryland species illustrating biological adaptation
CREATURE COLLECTION / STUDYBuilt to survive.RESEARCH-INFORMED CONCEPT / NOT FINAL ART
ORIGINAL WORLDS. OPEN QUESTIONS.RESEARCH → PAPER TESTS → PLAYABLE PROTOTYPE
10–15 min

Match length target

100 cards

Initial set budget

2 players

Tabletop rules, digital play

THE DESIGN PROMISE

Easy first turns.
Interesting last decisions.

Targets to test, not measured results.

01 / THE GAME UNDERNEATH

Choose your kind
of clever.

Different rules create different decisions. These are three complete directions to compare, before we commit to a world or a hundred cards.

RESEARCH INSIGHT

Keep the rules small and the decisions rich. Resource reliability, limited response windows, and a visible finish line are our first design levers.

Read the research ↗

02 / FINDING THE FEELING

A world you want
in your hand.

Two leading territories have direct collectible-card lineages. A third is a secondary experiment. Compare the evidence before choosing a treatment.

Lineage is not a popularity prediction.

Pokémon and Magic are direct category comparables. Evolution, Scythe, and other tabletop games help explain particular ideas; they do not establish demand for our game.

Evidence, figures, and all sources ↗
DirectionDirect category lineageSpecific inspirationWhat is still unproven
Creature collectionPokémon: >85bn cards producedAs of March 2026. Production, not sales.Pokémon illustrator interviews: individual personality.
Evolution: traits explain strategy.
Whether our original species create attachment; whether biological adaptation is the right hook.
Mythic confrontationMagic: $1.72bn 2025 revenueIncludes licensed worlds. Not isolated mythic-fantasy sales.Magic art and world design: readable card concepts.
Flesh and Blood: physical confrontation.
What makes our champions and conflict distinct enough to remember.
Industrial tacticsNo close original mech TCG commercial benchmark verified.Scythe: faction machines.
Star Wars Unlimited: people and vehicles in one visual language.
Whether an adjacent board-game theme transfers to this compact original card game.

THE CARD WORKBENCH

One card.
Three treatments.

Frame treatment

All three studies use the same Stone Sentry pilot rules: cost 2, Guard, power 1, health 4. Names are visual-study aliases. Compare theme and frame without changing gameplay.

Read the art direction ↗
2Armored Burrower✳
Armored dryland species
UNIT · NEUTRALCOMMON

EDITABLE FRAME / ORIGINAL AI CONCEPT STUDY

03 / A SMALL SET WITH ROOM TO GROW

One hundred cards.
Many ways to win.

Build a network of strategies and answers. Start with a focused pilot; expand only after the core decisions feel good.

80Faction cardsFive factions × 16
20Neutral cardsShared tools and answers
↗

Pressure

Claim early points and make the opponent respond.

⇄

Tempo

Move power to the place where it matters next.

◇

Control

Trade efficiently and prepare for the late rounds.

✳

Engines

Build a small combination worth protecting.

These are play styles, not separate rulebooks or guaranteed balanced decks. Explore factions, counters, and the set skeleton ↗

THE NEXT CONVERSATION

Which decisions feel fun?
Which world feels like ours?

Pick a rules direction and a visual starting point. The 21-card pilot provides two printable decks for testing the core decisions.

Open the printable pilot ↗