PAMPLEMOOSE
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Pamplemoose Games × Good Candy · Concept Pitch

GOOD
BALL

A solo and co-op card game where one defender holds the line against everything else in the candy aisle.

Where defense is the mechanic, not the theme

Working title · A concept by Pamplemoose Games

The insight

Your founding story
already has a villain.

Good Candy started with a group of dads flipping bags over in the candy aisle and hating what they read. That aisle is the antagonist in your own origin story. In August you added a co-founder whose entire job is stopping people from getting where they want to go. Those two facts, laid on top of each other, are a game.

"took me back to pop warner football days from my childhood" Micah Parsons, on Good Candy

So the game gets built out of what you already are. No borrowed world, no mascot invented to justify a license.

What it is

Three lanes. Four rows.
One defender.

Junk candy pours down the aisle in three lanes. You hold it back with your squad, and you hunt the quarterback calling the plays.

Their bench
The quarterback · off the field
Their red zone
Their territory
Your territory
Your red zone
Your bench
Your spy · roams, off the field

Red zone reads two ways here. The football one, and the color on the back of the bag.

The core loop

A turn takes about ninety seconds.

1

The junk deck flips three cards, one per lane. The quarterback flips a play call that tells all three what to do.

2

You draw three and set your squad into the lanes you want held.

3

You commit your spy to one lane before anything resolves. This is the bet.

4

Matchups resolve. One card leaves the board each time. Nothing to track, nothing to count.

5

If your committed lane came open, your spy gets to the quarterback. Four sacks and the drive is over.

Solo and co-op · roughly 20 minutes · one deck
The signature mechanic

The Spy Rule.

Every turn you want two things that fight each other. Hold all three lanes, and get through one of them.

The commitment

You call your lane first

Your spy declares which lane he is rushing before a single matchup resolves. Guess right and you reach the quarterback. Guess wrong and you gave up a lane for nothing.

The squeeze

Stacking one lane thins the others

The lane you can most easily clear is usually the one you least want open, because the card sitting in it was the one that could not score anyway.

That single decision carries the whole game. It is why a defense game has offense in it.

The cast

Your gummies play defense.

Drawn in the rubber hose style already printed on your bags. Three card families, one shared species.

The Mike, hero defender card
The MikeThe hero. Every flavor at once, because he plays every position.
Omahard Candy, quarterback card
Omahard CandyThe quarterback. Never moves, never hurries, calls every play.
Rotundo, watermelon defensive lineman card
RotundoWatermelon defensive line. Nothing gets through him.
Concept art only. Final art would be commissioned. AI never touches the game design.
The roster

Every flavor is a squad.

Three defenders per flavor, slotted by size. Same three slots every time, and each flavor builds its bodies a completely different way.

Blue Razz · one body, scaling up
Blue 42
Blue 43
Blue 44
Grape · a bunch, multiplying: three, six, ten
Trigre
Hexox
Driagonal
Watermelon · a fraction of the melon: wedge, half, whole
Wedge
Hemi
Rotundo

Nothing structural hangs on the flavor lineup. A new flavor ships a new squad and nothing already printed changes. Squads can ride along as bag inserts or small boosters, which makes your launch calendar the game's release calendar.

The opposition

The junk runs itself.

Nobody plays the bad guys. The junk deck flips, the quarterback calls a play, and the whole offense obeys it. That is what makes this a game you can play alone or with your kid on the same side of the table.

Cheesephalange
Running back
Giggles
Wide receiver
Paycheck
Tight end
Omahard Candy
Quarterback
Omaha play call
Play call
Go Route play call
Play call

The tight end is the interesting one. Each turn he chooses whether he is advancing or blocking, so one of your three lanes is always a question you cannot answer before you commit.

Who plays it

One box. Three difficulties.

The rules never change. The junk deck does. That means a seven year old and their dad play the same game on the same table without anyone pretending.

Pee wee

Dumb sugar

Junk that only runs forward. Every card does one thing and says so on its face.

Varsity

Real plays

Play calls start moving cards sideways. Lanes stop being separate problems.

Pro

A better quarterback

Junk with abilities, and a quarterback who punishes a bad commit. This one exists because somebody's dad is going to take it far too seriously.

Co-op is the default second mode. Two people splitting a bag and splitting a defense is the same feeling.

Why now

The window is open right now.

1
co-founder who plays defense for a living, announced this month
3
flavors today, which is exactly three squads at launch
0
characters in the brand world so far, and that is the opening

Micah arrives described as an athlete, a gamer, and a dad. A card game sits on all three at once, and it is the one piece of merchandise that gets played instead of worn.

The honest part

The concept is done.
The game isn't, yet.

What is finished. The fiction, the field, the loop, the win condition, the card families, sixteen characters, and the way flavors expand it. Everything on the slides you just scrolled.
What is not. The exact numbers on the cards, and how fast junk moves. Those get decided at a table with real people, over a few weeks, and we would rather tell you that now than promise a finished game we have not playtested.

One more thing worth saying out loud. The junk candy in this game are cartoon idiots and the tone stays there. Nobody gets lectured about sugar, including you, because your own copy is careful about that and we would keep it that way.

Ownership

You own Good Candy.
We design it.

Every character, name, and piece of art created for this becomes yours. The brand, the flavors, the gummies on the bag, all of it stays where it already is. We bring the design work and hand over the finished thing.

Yours

The world and everything in it

Characters, squad names, card art, the box. Usable across your marketing, your socials, and anything else you want to put them on.

Ours

The design work

We build the game, run the playtests, and deliver a set that is ready to manufacture.

If you want to go further

This is already the start
of a character universe.

Sixteen characters exist now. They share a species, a construction rule, a naming grammar, and two factions that read apart at a glance. That is more than a card game needs. It is roughly what a brand world starts with.

Where it goes next

A real cast

Full character bibles, personalities, and relationships. Who leads the squad, who the rivalries are, what the junk side wants.

Where it lives

Off the cards

Packaging, socials, plush, shorts, in-store. The same cast working everywhere you already talk to people.

Why it matters

Something to own

A brand with characters has something competitors cannot copy off a shelf. The candy can be matched. The cast cannot.

The card game stands on its own and does not need any of this. But if you want the bigger version, we would rather build it with you from the start than bolt it on later.

Why Pamplemoose Games

Two designers who do
exactly this.

Zack Howe and Cole Beardsley. We take a brand, a world, or an idea, and turn it into a card game that came out of the thing itself.

Track record

HAVOC: Gen Zero

The card game Zack designed at Nyx Studios, funded on Kickstarter in under thirty minutes.

The build path

Prototype, playtest, decide

Printed cards on a table within two weeks of a yes. Playtesting settles the numbers. Then art, box and rulebook, and your call on retail, bag inserts, or a crowdfunded first run.

Money is a conversation, and it comes after you decide whether you like the game.

Next step

Twenty minutes,
and we walk you through a turn.

If it clicks, we build the prototype. If your gut says this is not for Good Candy, that is a completely fair answer and we would rather hear it early.

Let's call your lane →

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

Concept pitch prepared by Pamplemoose Games LLC for Good Candy. All Good Candy brand assets, names, and imagery appear solely to demonstrate this concept and remain the property of their owners. Junk candy characters are original parody creations and reference no existing product. Game mechanics and designs are original work of Pamplemoose Games LLC. Concept art only; final art would be commissioned. AI never touches the game design. Not for distribution.