◈ 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.

A playable creature duel. Two leading theme directions.
Try a match, then help shape the game.

Play against the CPU ↗
An armored dryland species illustrating biological adaptation
CREATURE COLLECTION / STUDYBuilt to survive.RESEARCH-INFORMED CONCEPT / NOT FINAL ART
ORIGINAL WORLDS. OPEN QUESTIONS.RESEARCH → BROWSER PLAY → REFINEMENT
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. The duel is our first playable test. Territory and creature-team ideas remain alternatives; we have not committed to their extra structure.

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.

NEW / ART DIRECTION STUDY

The same card, three ways.

Compare anime, painted dark fantasy, and ink-and-gouache illustration on the same champion and creature.

Open the visual comparison ↗
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 duel 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.

The faction allocation above is an earlier example, not a settled requirement. These are intended play styles, not guaranteed balanced decks. Explore factions, counters, and the set skeleton ↗

THE NEXT CONVERSATION

Which decisions feel fun?
Which world feels like ours?

Play the duel against the CPU, then compare the visual studies. Pacing, balance, and the final art direction are still open questions.

Play the first prototype ↗