AURION
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Pamplemoose × Kiro'o Games · Concept Pitch
Aurion:

The Awakening

A real-time trading card game · 2 to 4 players

The first card game where harmony is the mechanic, not the theme.

Working title · A concept by Pamplemoose
The spine

Your own definition of harmony
already describes a card game.

Kiro'o defines African harmony precisely: every element keeps its own identity, its own beauty, its own irregularity, and those unique pieces combine into something balanced and whole.

That is a trading card game stated in plain language. A TCG is the act of taking distinct, irregular cards and combining them into something that works together. We did not bolt a card game onto Aurion. Aurion's core value is the design.

What it is

Real-time, the way
Aurion is real-time.

Aurion KGF's whole pitch is real-time action in a category that is almost always turn-based, and that is the thing MADIBA is proudest of. So the card game plays in real time. Cards carry directional edges. You align them against the cards you hold to form a valid cluster. The cluster resolves and clears, the field collapses, and new adjacencies chain into a run you did not fully plan.

Why it is new

Match conditions, not connectors

The edges define what counts as a match, not how a path links to a destination. That single move makes the system its own, not a reskin of any card game we or anyone else has shipped.

The thematic lock

The cascade is the Awakening

Clearing a cluster cascades into a chain. That chain is ancestral power awakening and combo-chaining into something greater. The signature mechanic and the heart of the IP become the same act.

Fast hands · fast thinking · thinking wins
Why it serves your goals

A card game is a fan engine,
not a cost.

10K
core US fans, your 12-month goal
$200K
revenue, your 12-month goal
$20+
spend that defines one core fan

Every deck or box is a 20-dollar-plus purchase, which is the exact core-fan line your brief drew. Cards are merch, and you already designed cosplay-friendly art to make that easy. Organized play at game stores, on Discord and Reddit, and at conventions is a built-in community and remarketing engine, which is one of the things you say you struggle to run. Your brief already lists game variations on the crossmedia roadmap, so a TCG expands the universe instead of competing with it.

Where we fit

We design the game.
We will not oversell
the rest.

You have a hard history with Western crowdfunding: barred from Kickstarter as an African studio, and dismissed unfairly elsewhere. A US-based design partner helps with one piece of that, the credibility and the US-market fluency.

Running a campaign, and the manufacturing and fulfillment behind it, is a much heavier lift, and we will not pretend it is something we already do. Pamplemoose designs games. A real version of this means planning that part together and bringing in the right production partners. We would rather say that up front than promise something we cannot carry.

Design first · the rest we plan together
The market case
One product.
Three jobs.

Africa is the near-certain win. Southeast Asia is the strongest gateway. The United States is your biggest market, and the most conditional of the three. Same cards, three different jobs, all pointed at the 10K fans and the 200K you set as 12-month goals.

Market 01 · Africa

The first major
African TCG.

First-mover in an entire continent's tabletop category. A homegrown card game built on an IP that is theirs, with cultural ownership built in rather than bolted on.

Aurion's strength is already African. The mobile game is roughly 70 percent African players and top in Senegal, so the audience and the affection already exist. A physical, collectible, locally meaningful product can seed a regional organized-play scene that no competitor is positioned to start.

Near-certain · defend without hedging
Market 02 · Southeast Asia

The sharpest
gateway of the three.

A gateway lives or dies on cross-media conversion, and that behavior is closer to native here than anywhere else.

Your brief calls Aurion combat like watching a great anime and places African harmony right beside Asian harmony, so the aesthetic lands on familiar ground. Anime to manga to mobile to merch is the normal path here, not a leap, which makes the funnel from cards into the comics and games far more plausible than in the West. The region is mobile-first, and a card game born from a mobile match-3 fits how people already play.

The honest caveat. Southeast Asia is fragmented across many languages, more price-sensitive, and harder on distribution. It is not on your current radar, which is the US. So it is the better-fitting gateway but the earlier-stage one. Plant it as expansion, do not lead with it.
Market 03 · United States

Your biggest market,
and the ask.

In the US the card game is a low-friction on-ramp into the rest of the AurionVerse. Tabletop overlaps cleanly with your stated US target: fantasy fans who do conventions, cosplay, and read anime.

Your brief names Dream Con, Comic Con, and cosplay directly, and a card game is a natural convention and local-game-store product. Someone meets Aurion through the cards, falls for the world, and converts into a core fan who buys the graphic novels and the console game and spends in mobile. This is the market to lead with, because it is your 10K and your 200K.

And the most conditional. US card players are a deep, self-contained hobby, and the cross-media jump is the optimistic assumption. The next slide is how we earn it.
The honest conditions

Three things we design
around, not past.

01 · Point it outward

A card game left alone recruits card players, full stop. To make the funnel real, we design it from day one to point at the rest of the catalog: story beats that reference the comic arcs, tie-in unlocks, and art that makes a player want the source. Matters most in the US, least in Southeast Asia.

02 · Regional pricing

Africa and Southeast Asia are price-sensitive, the US is not. We price the US edition to hobby economics and the Africa and Southeast Asia editions for access. Raising the US price is the right lever, and it is how the big card games already operate by region.

03 · Watch the gray market

Cheap regional copies can get resold into the US and undercut the price. Regional editions, distribution control, and art or language variants handle it. Not a complication, just a thing we plan for instead of getting surprised by.

Why Pamplemoose

We design card games,
and we ship.

Card-game pedigree

We design trading card games for a living. Our last one, HAVOC: Gen Zero, funded in under 30 minutes on Kickstarter.

US-market fluency

We are US-based and write the US-fluent copy and positioning your brief says you are missing. That is the corner of the Western market that has tripped you up before.

Already inside Aurion

We already studied Aurion KGF and sent you a look-up UX recommendation, so we came in knowing how your game plays, not just its lore.

The design here is one hundred percent human, and we can move on it quickly and without a heavy budget.

How it gets made

A prototype first.
Backers fund the rest.

The way to keep your up-front cost low is to not build a full art set just to reach launch. We build a playable prototype with some art, prove it is fun, and use it to carry a crowdfunding campaign that funds the full art and the first print run.

Step 01 · Prototype

We build it

Pamplemoose builds a playable prototype with some art, enough to playtest and to carry a campaign. This is the one real up-front cost, and the piece you pay us for.

Step 02 · Crowdfunding

Backers fund the rest

The campaign is run by an eligible partner of record, with the platform chosen for who can legally run it, and we advise. Backers fund the full art set and the first print run, not your budget.

Step 03 · Make and sell

A partner produces

A manufacturing and distribution partner handles production, fulfillment, and retail. The only licensing here is production, never the IP.

The point. Your up-front cost is the prototype, not a full development budget. The expensive part, the complete art set and the first print run, is crowd-funded.
Ownership and where we fit

You own Aurion.
We design it.

Kiro'o owns Aurion and the finished game, one hundred percent, with full creative control and final say. Pamplemoose is the paid design lead: a design fee plus a royalty. Production and distribution are crowdfunded or handled by a partner. That is the only licensing, and it is not your IP.

We lead

Design and creative lead. The playable prototype and playtests. Advising the crowdfunding campaign. Promoting it at cons.

Sits with you or a partner

Running the campaign, via an eligible partner of record. Manufacturing and print runs. Distribution and retail. Fulfillment and support.

The first milestone. A playable prototype, 6 to 8 weeks, $16,000 to $20,000. It is your one real up-front cost, and it is what unlocks the crowdfunded launch.
Next step

Let's build the first
African TCG together.

Align the cluster, and the chain follows. The same is true here: the world, the mechanic, and the market case already line up. What is left is to make it.

Walk through the design, and how we'd build it together →
Zack Howe · Pamplemoose · For Kiro'o Games