The women's basketball card game. Two duos, four players, one baller each. Where the sport is the mechanic, not the theme.
Working title · A concept by Pamplemoose Games · July 2026
The cards come out on team flights, in hotel rooms, and at Unrivaled, and the game is spades. Angel Reese asked the internet to teach her before her Miami debut. Dearica Hamby answered, "I got yall."
Spades is played in pairs. Partners across the table, reads, trust, trash talk. It is already basketball. All we did was hand it a court.
A card-driven basketball game for four, played 2v2 on a half court diamond. Each of you controls one baller. Together you call how many buckets you will score, then win the books to back it up.
Take your baller. Four players, two duos, partners across the table, one character card each on the diamond.
Call your shot. Every quarter opens with both duos bidding their bucket line out loud.
Win the Contest. Every shot is a card duel, shooter against defender. Follow the ball color or you're out of position. The Rock beats everything.
Cash the books. Every book becomes a bucket worth what your spot on the court says. Four quarters, final buzzer, high score wins.
The court decides what every book is worth. The cards decide who takes it. Remove either half and the game stops working.
Three field balls, Chrome, Neon, and Pearl, plus the Rock. Match the led ball if you can. Out of that color? Take it to the rack.
The classic orange ball outranks every field ball. Dropping it is a statement, and everyone at the table hears it.
Every shot is a card duel. The shooter leads, the defender guarding her must answer in the same ball color, and the higher card decides: bucket or stop.
If a pass set up the shot, the passer throws a card in too and the offense keeps the higher one. Ball movement literally raises your odds, and you win with your partner or you lose with her. Nothing in the box is left to luck.
Your baller holds a spot on the diamond. Books won from the paint cash as twos. Books won at the elbows, outside the arc, cash as threes.
Score, and you may cut to the open spot. The deep spots pay more and are harder to hold, so the court itself becomes a strategy layer no card table has ever had.
Confidence is currency here, the same way it is at every spades table and on every court.
Each player calls her bucket count and the duo owns the combined line. Hit it and it scores, with a bonus for calling it exact. Miss and the quarter is a bagel.
A pure defense quarter. A clean sheet is a massive swing. A single slip is a foul out. Spades players know it as the nil, the boldest call at the table.
Books above your bid bank as Heat you can spend on Special Plays. Bank too much and it tips into Foul Trouble. Momentum cuts both ways.
A card carries information in proportion to how often you play it. Ball cards are nearly silent because you throw one every Contest. Special Plays carry their rule. Ballers carry the most, because you live with her all game.
Every card shown is a real render from the concept set.
The first prototyped ballers of an original parody league, spanning Guards, Wings, Centers, and Posts, every one bending a rule of the table. The launch roster grows from here, and it is built to welcome licensed athletes as guest stars.
All-Star Weekend tips off in Chicago this week as the league celebrates its 30th anniversary. The W has never had more eyes, more capital, or more cultural pull.
Sources: CNBC and Forbes media rights and valuation reporting, Sports Business Journal attendance, 2026.
Trading card games mint franchises that outlive seasons: Pokemon, Magic, Lorcana. Sports sets are one of the fastest growing corners of that market, and basketball keeps growing with fans under 30. Yet the card aisle only sells basketball to collect. Nobody sells basketball to play.
The parody league carries the launch. Licensed athletes carry the franchise.
Every guest star signs her own deal and earns on every product that carries her card, with terms structured alongside the partner funding the run. Her card sells, she earns.
We are the two-designer studio of Zack Howe and Cole Beardsley, creators of HAVOC: Gen Zero, the card game we designed, funded on Kickstarter in under thirty minutes.
We turn brands, athletes, and IP into card games for a living. Our conviction is simple: build the game the culture already plays. Nobody has ever done that for basketball, which is exactly why this one exists.
Madison, Wisconsin · pamplemoosegames.com
Built with whoever holds the relationships: athlete managers, agencies, player collectives, or a publisher moving first. A founding guest star roster drawn from the athletes you represent and the rooms you build. We handle design, development, and production planning end to end.
The money conversation starts now, because funding is what builds the prototype and then the full game. The next step is a thirty-minute call. We arrive with a prototype plan and a term outline.
If a card game built from the W's own table culture sounds like something your athletes belong in, let's talk. And if it's not your thing, that's a fair answer too.
Zack Howe & Cole Beardsley · Pamplemoose Games · zack@pamplemoosegames.com
Concept pitch prepared by Pamplemoose Games LLC. League and brand names appear solely as market context and remain the property of their owners. All characters shown are original parodies created by Pamplemoose Games; no real athlete's name or likeness is used. 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.