A concept from Pamplemoose Games for Sable Kudzu Entertainment
When we offered to help design a card game for Sentinel 6, you said it sounded good. So we went ahead and designed one.
Your Kickstarter says Sentinel 6 is the first story of a whole universe, and that games are part of where it's headed. A card game is a natural first step: it puts six heroes in people's hands, and it gives every kid who sees themselves in one of them something to collect, trade, and play.

Every image in this deck is official Sentinel 6 artwork or a still from the official trailer.

An army of robots stamped with the same insignia. Waves of enemies closing in from every side. Six heroes who don't fully trust each other yet, holding the line anyway.
That's the moment the game is built around. One player is the Sentinel 6. The other is everything coming for them.






Each hero's color comes from their glow in the trailer and their block of the Sentinel 6 logo. In the game, those colors become how you read a card at a glance.

All six heroes start on the table, and each one has hit points. You draw from a single hero deck of attacks, techniques, weapons, and tag assists, and decide which heroes to send into the fight with the cards you're holding.

A bigger deck full of robot soldiers, elite enemies, and bosses. Every enemy card has attack directions printed on it, so where you place it matters. Somewhere in the reserves, one big bad waits face down.
The six wait in the back line. Each round, the hero player sends two of them to the front. The horde player surrounds each hero on three sides, one enemy in front and one on each flank, so every hero fights their own battle.
Enemies hit from the directions printed on their cards, and a hero hits hardest where they face, so a hero is never fighting just one thing. Do you turn toward the elite and let the chaff chip at you, or clear the chaff and take the big hit?
There's no board. The cards make the battlefield.
Saint and Ali, rivals for Lead Stryker. Sending them up together is a gamble that pays off when it works.
One cuts through, one holds the line.
Blasts from range while the fastest hero alive picks off whatever's left.
Tag assists. Like a fighting game, a tag assist card lets a hero in the back line jump in for one action, then step back out.


The horde player picks a big bad before the game and keeps it hidden. It could be Krath Mudaak. It could be someone working for him.
Early on, the heroes are too busy surviving to reach it. Clear enough of the chaff and you open a path for a direct attack. Land it, and the big bad flips face up and joins the fight.
Win by breaking through the horde, revealing the big bad, and taking it down before they run out of heroes.
Wins by outlasting the heroes. Knock out all six across the three rounds and Earth falls.
Every game tells a small version of the show: six people who'd rather not work together, a threat bigger than any one of them, and a villain they have to fight their way to.
Most trading card games hand both players the same kind of deck and the same kind of turn. Here, the two sides don't just look different, they play different.
You're holding the line. You decide who steps up and when, which way each hero faces, how to spread six heroes' hit points across three rounds, and when to spend a tag assist. It's a game of defense, timing, and knowing when to take a hit to land one.
You're the pressure. You decide where every enemy lands and which way it attacks, when to throw an elite at a hero, and how long you can keep your big bad hidden. It's a game of numbers, ambush, and wearing heroes down.
That gives players an identity beyond their deck. Some will only ever play the heroes. Some will only ever play the horde. Both are collecting.
New art on a hero or villain you already know. Same card in play, a rarer card in the binder.
New art and a new ability. Starter heroes and villains are simple; an alt-ability version brings a new tag assist or attack, so a chase card changes how you play.
The horde deck is the biggest in the game, with chaff, elites, and bosses to chase, and it gets alt-art and alt-ability cards too.
A punch to the head works no matter who's throwing it. Neutral event cards slot into a hero deck or a horde deck.
And there's room for the whole universe: Rex, Grimm, Metro, Sankofa. Every character the show introduces can become a card.

From the hero deck: a technique, a tag assist, and an event either side can play
Concept frames with working numbers, made to show the idea; final card design would be done with you. Every image is an unaltered still from the official Sentinel 6 trailer. AI never touches the game design. Tap any card to see it up close.
The big bad, face down until the heroes break through
The arrows on each enemy show where it attacks from. The more arrows, the more dangerous the card.
Blik might be the most game-shaped thing in Sentinel 6. It has programs, recruiting, and a Lead Stryker position. It's where Saint and Ali's rivalry starts, and it's what takes them around the world. Publicly, that's about all we could find.
It could sit alongside this game. A Blik card game would be a second way to play with the same heroes, one where they compete instead of fight.
Or it could replace it. If Blik turns out to be the heart of the show, we'd rather design the card game around it than around what you've seen in this deck.
Tell us how Blik is played, who plays it, and how a match is won, and we'll take it from there.

Who holds which aspect. Mind comes from Saint's character sheet, and Heart and Feet from what you've shared online. Hands, Sword, and Shield are our read of the trailer.
The villains. We know Krath Mudaak, the robot army, and Grimm. Who else is out there, and what are the robots called? We've been calling the villain side "the horde" as a placeholder, and we'll use your name for it.
What a normal week looks like. Do the six fight waves of enemies, one big threat at a time, or each other? The answer shapes the horde deck.
Everything here is a starting point built from the trailer, the Kickstarter, and your posts. If we nailed it, great. If we didn't, we'd love to fix it with you.
Pamplemoose Games is Zack Howe and Cole Beardsley. We design card games for IP holders, built around what makes each world its own instead of pasting a logo on a system we already had.
Before Pamplemoose, Zack co-founded Nyx Studios and designed HAVOC: Gen Zero, which funded on Kickstarter in under 30 minutes.
Would you by chance be open to a call to see if there's an opportunity for us to team up?
Zack Howe and Cole Beardsley
Pamplemoose Games
zack@pamplemoosegames.com
608-576-9798
Sentinel 6 and all characters and imagery are the property of Sable Kudzu Entertainment. Images are official Sentinel 6 artwork and stills from the official trailer, used here only to illustrate this concept. The game mechanics are original to Pamplemoose Games. Not for distribution.