Your energy shot is already named after a game. We made it one.
A trading card game where you race to build the drink itself. Assemble the formula, finish with your flavor, best drink wins.
Sees more. Focus cards widen your draw beyond two.
Does more. Energy cards buy extra plays and tempo.
Loses less. Mood cards protect your formula from villains.
Wastes nothing. Memory cards replay from your empties.
Four mechanics, and we didn't invent one of them. They're the four purposes printed on your ingredient panel.
The real bottle has exactly twelve ingredients. The grid has exactly twelve cells. Assemble every single one, the complete, literal Good Game recipe, and you may play T-MIX: you win on the spot, no matter the score. Points can't beat the real thing.
Every character comes from something already in your world: on the label, in the store, or on the payroll. We invented nobody. A character's look follows one rule: the more mythic the name sounds, the more mythic the design.
Tempting buffs with hidden costs. Contaminates formula slots. Holds a grudge against Sucralose, and it's mutual.
The big bad. Knocks assembled ingredients back out of your grid.
Locks a formula slot until someone calms things down.
Washed-up old-guard energy. Slows your tempo and won't stop talking about 2009.
Villains are the only cards that touch your opponent. This is a race with sabotage, not a slugfest.
Dean Tallahassee card uses official Wiscansin University imagery, shown for concept demonstration. Card art is AI concept art, prototype only.
Flavors are factions. Each new flavor ships its name as cards (its components, its hero, its playstyle) into one shared, tradable pool. Your product roadmap becomes the game's content roadmap, and every merch drop is a candidate card. Two flywheels, one game.
A university with a dean, a motto, and an alumni page. A team with jerseys in your store. A festival in Milwaukee. Playing cards that sell out and get restocked. Everything below is real; the only missing piece is the games.
The original Big Ten. With actually ten. Midwest only, on principle.
A fully designed monster parody of pro football. Both players draft real positions (QB, RB, WR, DEF) from hilarious monster players, then call plays across three possessions. Fifteen-minute matches. Madden meets Magic: The Gathering, on Halloween.
The college league feeds it, exactly like real football: draft day, going pro, transfer portal chaos. Wiscansin's finest getting drafted by the Blue Bay Baggers is a story that writes itself.
Flip 7: Liquid Death Edition shipped at retail in June 2026. They licensed a reskin of someone else's game. You can own an original, built from your actual product.
TPXX playing cards sell out and get restocked. This isn't a category experiment for your audience. It's an upgrade to one that already works.
One deck of cards, nothing else needed. It sells at the register next to the 2oz bottles, at the same impulse price, to the same customer.
Four purposes, twelve ingredients, two flavors. The game wasn't reskinned onto Good Game. It was derived from it.
I'm Zack Howe, a card game designer out of Madison, Wisconsin. My last game, HAVOC: Gen Zero, funded on Kickstarter in under 30 minutes. I turn brands into playable games, and I've been doing it with a portfolio of concept work across music, sports, and entertainment IP.
I also live one state over from Wiscansin, which I choose to believe makes me a local.
One call to pick a direction. Then I put a playable prototype on the table.
zack@pamplemoosegames.com