A trading card game set in the world of When the Moon Hatched. Two players, three realms, and a hunt that ends when one of them is dead. Where the ground under you is the mechanic, not the theme.
Working title · Concept pitch · September 2026
Three realms with fixed conditions. Five Creators with colour-coded affinities worn openly as beads. Dragon species that cannot survive outside their own climate. A rarity curve stated on the page: one song is typical, two is lucky, three makes you politically significant.
None of that was designed as a game and all of it behaves like one. We did not reskin a card game onto this world. We derived one out of it.
The three realms sit side by side as lanes, in the order the world sits in: Burn, Fade, Shade.
You field Folk, dragons and songs into those lanes. Each lane is lethal to something.
You can only reach an enemy from inside their own lane.
So you go where they are, and the ground starts killing what you brought.
Win by killing the opposing hero.


A dragon in the wrong realm does not die instantly. It is crippled, and it has one cycle. So every attack into hostile ground is a raid with a clock on it: go in, hit, and get out, or lose the best thing you own.
Your Sabersythe is your best piece and it starts dying the moment it enters the Shade. Bring it anyway, or bring something that survives and does less.
You stand your hero in the realm that is worst for them. Hiding in the dark because their dragons cannot follow is the whole relationship between Raeve and Rekk Zharos, played out on a table.
Defence costs you something too, because named characters carry their own relationships to the realms. Veya hates the cold and the card says so.

















Affinity is worn as beads in the books, so the cards wear it too. A bead per song runs down the left edge of every character. Kaan carries two. Veya carries one. Raeve carries four, and you know she is extraordinary before you read a word of her text.
Frame colour carries realm for Folk and card type for everything else. Corner work carries rarity. Three separate signals, none of them doing another one's job, so a card is readable from its edge in a stack.


Raeve plays normally. Elluin can only enter by replacing her. The Other can only enter in a turn Raeve has taken damage, and once she is out she attacks every turn, even when the only target left is your own side.



The players you embody are archetypes. The named cast are cards you play with
Skripi is the obvious thing to reach for and we deliberately left it alone.
What the books describe is roughly a fifth of a game. There is a grid of shards, dice, a hand, a swap loop, a final lay, and one clever wildcard. What is missing is everything that decides who wins.
Building it without Sarah would mean inventing the rest and then handing her a finished thing to disagree with. If Skripi becomes real, she should lead it and we would want to help her realise her version of it.
Skripi is played with shards. So we cut shards from our game as a general system entirely, and kept only Slátra's, which are a specific story rather than an economy.
That was a real design cost and we paid it on purpose, so the two games stay clearly separate.
A readership that already spends on foiled editions and character art is a readership that buys cards. And the romantasy shelf has almost no trading card game on it, which is unusual for a category this size.
150 cards. The three realms, the Vaegor line, the Fíur du Ath, the dragons, and the moons already in the sky.
Book two brings new characters, new ground and whatever the series does next to the moons. The publishing schedule is the release schedule.
A five-book plan means the set list is already drafted by someone else. We follow it.
Every character, place, term and image in this world belongs to Sarah A. Parker and her publishers. Nothing in this deck claims otherwise and nothing would.
What we bring is the engine: the lane structure, the raid, the affinity system, the combat maths, the card architecture and the rules that hold them together. That work is ours and it comes to the table with us.


HAVOC: Gen Zero, the card game we designed, funded on Kickstarter in under thirty minutes.
Since then we have designed card games across licensed worlds and original ones, working the same way every time: read the source properly, derive the mechanics out of what is already there, and never ask the IP to bend around a system we brought with us.
This deck is the evidence of that method. The beads, the realms, the dragons dying in the wrong sky. None of it was invented for the game. All of it was already on the page.
Two designers. Every game we make gets designed by both of us, start to finish.
Based in Madison, Wisconsin.
The first thing we need is not a deal. It is to understand where game and merchandising rights sit for this series, and whether there is appetite to explore this at all.
After that: a conversation with you and Sarah. We would want her on it early rather than late, because the questions worth asking are hers to answer.
A call, with Sarah on it.
Prototype and playtest, once the direction is agreed.
Publisher or crowdfund, whichever fits how you want this to reach readers.
Numbers come later. This is a conversation first.
When the Moon Hatched and The Moonfall Series, including all characters, places, names and terms, are the property of Sarah A. Parker and her publishers. They appear in this deck solely to demonstrate a game concept. No published artwork from the series has been used, reproduced or imitated; all images shown are original AI-generated concept art, marked as such, and would be replaced by commissioned work. All game mechanics, card architecture and rules text are original to Pamplemoose Games LLC. No rights are claimed or implied. Not for distribution.