
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.

Match length target
Initial set budget
Tabletop rules, digital play
Easy first turns.
Interesting last decisions.
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.
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.
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 ↗| Direction | Direct category lineage | Specific inspiration | What is still unproven |
|---|---|---|---|
| Creature collection | Pokémon: >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 confrontation | Magic: $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 tactics | No 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.
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 ↗
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.
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 ↗
04 / THE WORKING LIBRARY
Every decision
starts somewhere.
Primary-source research, proposed rules, and the practical plan for getting the first cards onto the table.
What card games teach us
Resources, combat, interaction, variance, and strategic identity across established games.
Read the deep dive ↗ 02 / RULES LABThree ways to structure play
Compare the systems, read the proposed first rules, and see what each test must answer.
Read the rules candidates ↗ 03 / SET DESIGNFrom a pilot to 100 cards
Faction identities, shared answers, set budgets, sample cards, and playtest priorities.
Explore the set plan ↗ 04 / THEME RESEARCHThe lineage behind the themes
Evidence-linked theme briefs, physical card anatomy, and original concept prompts.
Read the sources and comparisons ↗ 05 / PUBLISHINGA home at cards.rje.ai
Local nginx findings, DNS preparation, certificate setup, and repeatable static publishing.
Read the hosting runbook ↗ 06 / DESIGN REVIEWQuestions before commitment
Independent critique, revisions, and the boundaries of what we have actually verified.
Read the design review ↗