A 1v1 card game for 2 to 4 players, where the climb is the game and nobody starts as a hero.
Working title · A concept by Pamplemoose Games

Chaos World has a class tree where a scrub can become anything and a committed hero can never go back. It has forts you take, garrison, and defend while everyone tries to knock you off. It has shard pulls, boons, rerolls and a roster of nobodies who earn their way up.
Those are card game systems living inside a mobile game. This concept moves them to a table without translating anything.
Draw. Two scrubs off the scrub pile, plus your hand off the main deck. Every draw burns the clock.
Spend. Deploy a scrub to the first stair, or burn it to the energy pool. Play evolutions, attacks, items, summons.
Climb. Every unit takes one step toward the fort.
Fire. Ranged resolves first, then melee where units meet.
Hold the fort. When the decks run dry, the last player with a fighter standing on top wins.
You have to dig to evolve. Digging empties your deck. Emptying decks ends the game. Every card you go looking for is time you spend.
Two players is the primary format. Three and four are the same rules with more arms on the board.
A scrub with no drip is just a scrub. Commit it to a class and it suits up. The catch is that the fit is permanent.
A scrub can enter any of the five trees. Once it is a Knight it can never be a Mage. Nothing in the game undoes that.
Where a unit stands sets when it may evolve. What you drew sets whether you can. Both have to line up.
Every scrub you burn for energy is a body that never climbed. Every scrub you climb with is energy you did not have.



In most card battlers two units meet and then interact. Here your archers and mages are firing the whole climb, at anything sharing their row or their column. Melee gets there and hits like a truck. Both of those are decisions you make five steps earlier.
One fort at the center. Identical staircase arms clip onto its angled edges. Two arms for two players, three for three, four for four. Same components in every box.



You reach only the two players flanking you. The one across the fort is untouchable until you both stand on top.
Every role here is read off your own class tree. None of it was invented for the card game.
The wall. Shields everyone behind it on the stairs, then hits hardest of anyone on the fort.
Changes the space instead of the target. Heals, cleanses, and rewrites what a stair does.
Fires the whole climb. Traps, summons, and the longest lines on the board.
Biggest damage in the game. You do not get to choose where it lands.
Skips steps, slips past blockers, arrives early and unannounced.





The scrub pile is full of nobodies. The main deck holds everything else. Every turn you pull two scrubs and decide what they are for.
It starts climbing. It might become a God Knight. It might reach the top still wearing nothing and get taken apart in front of you.
Into the pool, where it pays for everything else you want to do. Spent once as a body, spent again as fuel.
Dead scrubs return to their owner's pool. Necromancers siphon from everyone else's.








Every enemy you build for Chaos World is a card that already has art, a name and a joke. The content pipeline for the card game is the content pipeline you are already running.
You mentioned wanting Capcom and Square Enix collaborations. A card game is the cheapest possible place to test whether a partner wants to play, and the fastest to ship if they do.
Everything you need in one box, and everything after that in boosters. Punchboard standees keep it on a normal table. This is the tier that keeps selling after the first purchase.
The figure on the board physically changes as the card evolves it. Swappable pieces, the same customization idea your overlords already have, in the hand.


You own Chaos World. Every character, every name, every piece of the world stays yours. We design the game.
First the same thing either way. We build a paper prototype, play it, break it, and fix the formation problem on a real table. After that there are two roads, and which one you take is entirely your call.
Development through to a campaign, with the audience proving the demand before the print run. HAVOC: Gen Zero, the card game we designed, funded on Kickstarter in under thirty minutes.
Straight to a finished game, no campaign, no backers to answer to. Slower to money and quieter, and some people prefer quiet.
No numbers on this deck. This one is about whether the game is good. If your gut says it is not your thing, that is a completely fair answer and it costs us nothing to hear it.
Zack Howe & Cole Beardsley · Pamplemoose Games · zack@pamplemoosegames.com
Concept pitch prepared by Pamplemoose Games LLC. All Chaos World names, characters and imagery appear solely to demonstrate this concept and remain the property of their owners. Game mechanics and designs are original work of Pamplemoose Games LLC. Placeholder art only; final art would be commissioned. AI never touches the game design. Not for distribution.