PAMPLEMOOSE GAMES
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Pamplemoose Games × Keepsake Collectibles · Concept Pitch

AMBITION

A two-player card game of historical figures, where ambition is the mechanic, not the theme.

Working title · A concept by Pamplemoose Games

The insight

Genghis Khan and Thomas Edison have
exactly one thing in common.

They both wanted something badly enough to bend the world around it. That's the only honest common denominator in a roster this wide, and it happens to be the one a card game can actually model. So we made the wanting into the game.

Every era fits · because every era wanted something
What it is

Two players. One hidden figure each.
A race to the moment they come to power.

1

Flip the ambition being fought over this round. Arts this round, conquest the next.

2

Both players lay down up to three figures from hand. Their combined score in that ambition is your opening number.

3

Then come the events, the inventions, the monuments and the rivals. Raise your number or drag down theirs.

4

Higher number takes the card. It banks into that ambition's column on your side of the table.

The signature mechanic

The Ascent

Your most powerful card starts face down and stays there. Most card games hand you your centerpiece early and ask you to keep it alive. Here you spend the whole game earning the right to turn it over.

The reveal is the win

You build toward them

Every figure carries a score in each ambition, and that score is a head start. Da Vinci opens with a real lead in invention, so he needs fewer invention cards than the table. Bank enough and you turn him face up.

Or spend them early

The flip you might regret

You can reveal at any point to use their ability and steal a round you badly need. The price is that your opponent now knows who you have, which lane you're in, and how far you have left to go.

Everything you do is a tell · so is everything they do
The ambitions

Six lanes. Every figure
lives in more than one.

CONQUESTCORRUPTIONINVENTIONACADEMIAARTSPOLITICS

A figure has the ambition they're known for, and one or two running underneath it. Da Vinci reads invention first with arts close behind. Capone reads corruption first with politics closer than most people remember, and Edison sits closer to a fifty-fifty split of invention and corruption than his reputation suggests. Mixing lanes in a deck is encouraged, because the interesting decks are the ones that refuse to run in a straight line.

How they interfere. Corruption and conquest are the only lanes that take cards off the table. The rest work in their own register. Tesla stuns. Einstein costs you a turn while you think it through. Nobody swings a sword at anybody.
Sample cards

What a hand looks like

Figures do the scoring. Events are moments that happen and resolve. Items are objects you hold onto.

Albert Einstein, named figure card
Named figureThree ambitions. Rare.
Roman Centurion, archetype figure card
ArchetypeOne ambition, one ability.
Battle of the Bulge, event card
EventScores once, then gone.
The Tesla Coil, item card
ItemStays in front of you.
Concept art, AI generated for this pitch. Final art would be commissioned. AI never touches the game design. Figures shown are illustrative of the system; the first set's era is yours to choose.
How you win

Twenty in a single ambition.

Won cards stack into columns in front of you, one per ambition. Your hidden figure's own score counts toward the total, which is why two players chasing the same lane are never the same distance from the end of it.

Conquest
4
Corruption
2
Invention
13
Academia
7
Arts
9
Politics
1

Thirteen banked, seven on the card. Twenty. Da Vinci turns over.

Every number here is a starting point. The twenty, the hand of seven, the three figures a round: all of it moves the first time we sit down and play it.
What you compete for

Every round puts one thing
on the table.

Arts category card
CategoryThree arts points.
Politics category card
CategoryTwo politics points.
The Declaration of Independence, contested event card
Contested eventJefferson takes it outright.
The Rosetta Stone, contested item card
Contested itemKeeps paying after you win it.

The plain category cards are the floor. The interesting ones are real history with a hook attached, and the hook is what turns a scoring round into a decision.

Why this works
Genghis Khan versus Thomas Edison. The example that arrived with the brief. That matchup is the entire design problem, and ambition is the answer to it.

It also keeps the history load-bearing. What people buy in historical entertainment is the sense that these were real people and the moments actually mattered. A game about what they wanted leaves that intact and makes it the thing you play with.

The roadmap

One set is a game.
Four is a franchise.

Every set is an era, and every set plays complete on its own. Rome ships as Rome. The system underneath never moves, so the day a second set arrives the two shuffle together, and a player who owns both can build something a player who owns one cannot.

Ambition is what lets that happen. A Roman general and a Victorian inventor never share a century. They always share a lane. Whichever era you open on, nothing about it locks the next one.

1
set is a complete game on its own
0
rules that change when a new set arrives
6
lanes that stay constant across every era
SET 01 · YOUR CALLSET 02SET 03SET 04
Direction B · the middle path

Poker, with history
dealt into it.

Keep the shared river of cards in the middle of the table, and resolve the round closer to actual poker. The figures and their ambitions still do the work. The structure underneath is one almost everybody at the table already knows.

Why it might be the right call, and you can answer this better than we can. If the people buying historical cards are not card game players first, recognizability is worth real design points. Nobody needs poker explained to them. Tell us who your buyer actually is and it settles this one quickly.

Lighter than direction A by design, and a faster build. Direction A is everything you just read, and it is the one we recommend.

Direction C · the familiar shape

The one everybody
pictures first.

The third option, and we'll be straight that it's our least favorite. Same roster, reimagined as heroic versions of themselves. Tesla throws lightning, Genghis rides down your board, and the whole thing resolves as a straight duel. It's the fastest build of the three.

Why we'd steer you off it. Historical entertainment works on reverence. People buy in because these were real people who really did these things, and that weight is the product. Trade it for superpowers and you have a fantasy game wearing famous names.

If the duel is the direction you want, we'll build it properly and we'll build it well. Ambition is the one we want to build.

Einstein as a historical figure card
Direction AThe same man.
Einstein reimagined as a superhero card
Direction CAlso the same man.
Next step

Tell us the era.
We'll start building.

1

Paper prototype of the round, so everything after it gets tested rather than guessed.

2

Playtesting to tune the economy and settle the numbers.

3

The set list, once you've picked the era it opens on.

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