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Pamplemoose Games · The Business Case

What it takes
to make it real.

The money, the model, the split, and the honest risks. Everything we would want to know if we were the ones writing the check.

Companion to the concept deck · Pamplemoose Games

The model

This is a launch,
and launches have a date.

We would fund the build, then take it to Kickstarter. Thirty days, a public number, and a real verdict at the end of it. Manufacturing and shipping get paid out of the campaign, so the money going in funds the game and the launch rather than the factory.

Your money has a finish line you can see from here.

Why crowdfunding

Card games launch here.

Proof before scale

The market votes first

You find out whether people want it before a single case gets printed.

Cash flow

Backers fund the print run

The expensive part, manufacturing, is paid by the people buying it.

The list

You end up with an audience

A funded campaign leaves behind thousands of buyers you can sell set two to.

HAVOC: Gen Zero, the card game we designed, funded on Kickstarter in under thirty minutes. We know this room.

The cost stack

Seventy five thousand
to the launch pad.

Game design and development, through playable$22,000
Card art, 40 pieces commissioned$16,000
Graphic design, card layout, packaging$5,000
Campaign video$9,000
Campaign page and component renders$3,000
Pre-launch audience building and ad spend$13,000
Contingency$7,000
Total to a funded launch$75,000

Manufacturing, shipping, platform fees, and fulfillment sit outside this number and are paid from the raise. Campaign management and page build are handled in house.

Reading that table

Two thirds of it is getting seen.

The build

Design plus art is the game

Thirty eight thousand puts a finished, playable, good looking product on the table. That part is craft and it is what we do.

The launch

Video and audience are the campaign

Twenty five thousand decides whether anyone shows up on day one. The game gets made either way. This is the part that decides if it sells.

Most first time campaigns underfund the second column and wonder why a good game went quiet. We would rather spend it and tell you exactly where it went.

Your side of it

The money is the smaller half.

A campaign with a name attached does not live or die on the game. It lives or dies on who is pointed at the page in the first forty eight hours.

01Your name and likeness on a game you own
02A few sessions telling us the stories worth putting on cards
03Your audience on launch day, which is the whole ballgame
04The capital that gets it to the starting line
The structure

You own it.
We get paid to build it.

1

The game is yours. The IP, the roster, the world, held by your entity. We take no ownership of it.

2

We work for a design fee. Half at signature, half when the campaign closes funded, so we carry part of the risk with you.

3

Plus a royalty on net sales. Paid after cost of goods, on every channel and every reprint, for as long as it sells.

4

No equity either direction. We are not selling you a piece of our company and we are not asking for a piece of yours.

Clean lines · you own the asset, we own the craft

The honest part

What we are not selling you.

A sure thing. Crowdfunding is a real market test and real tests can come back no. If it does, you own a finished game and a lesson, and we will have told you early rather than late.
A fulfillment company. Printing and shipping thousands of boxes is a heavy operational lift and we would bring in partners who do it for a living. We would rather name that now than discover it at the freight stage.
A finished game. The design spine is settled. The last mechanical question gets answered in playtesting, on purpose, because that is where it should be answered.
After day thirty

A campaign is the start.

The thing you actually own after a funded launch is a product with proof, a buyer list, and an engine built to keep taking new cards.

Reprints and direct sales Set two to the existing list Retail and distribution A second name on the box Licensing the engine
Context

A growing shelf with an empty spot.

$21B
tabletop gaming market in 2026
$8B–15B
trading card games in 2026, depending on the analyst
0
serious hockey card games owned by a player

The analyst spread on that middle figure is wide enough that we would treat it as a direction rather than a projection. The part we are confident about is the third number. A licensed hockey deck builder shipped in 2014 and did not become a franchise, which tells us the audience turns up and the shelf is open again.

The ask

Seventy five thousand
and your name.

That funds the game through a playable, presentable build and puts a campaign in front of your audience with real money behind it.

NextWe play the prototype together
ThenYou bring your people in on terms
AfterPapers, then we start building
LaterLaunch window set around your calendar
Close

Worth an hour of your time.

If the game is fun and the math holds up, this is a business with your name on it. If either one falls apart under questioning, you should know that before you spend anything.

And if it is simply not the kind of thing you want to put money into, that is a completely fair answer.

Zack Howe & Cole Beardsley · Pamplemoose Games · zack@pamplemoosegames.com

Prepared by Pamplemoose Games LLC. Figures are current planning estimates and would be fixed in a signed scope. This concept is independent and unaffiliated with the National Hockey League, the NHL Players' Association, or any club. Game mechanics and designs are original work of Pamplemoose Games LLC. Nothing here is an offer of securities or investment advice. Not for distribution.