LINEAL: CHECK BALL
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Pamplemoose Games × LINEAL · Concept Pitch

Lineal
Check Ball

A card game for two, where one on one is the mechanic, not the theme.

Working title · A concept by Pamplemoose Games

The insight

You already wrote the card game.
It's sitting in your rulebook.

Six minutes. First to eleven. Make it and keep it. A ten count when a possession stalls. A final minute where every value doubles and the rebounds come alive. Four divisions, and a belt whose whole meaning is the chain of who held it before.

We didn't build a card game and paint LINEAL on the box. We read your rules and built the game that was already in them.

What it is

Two players. Two small decks.
One court.

The format

Thirty cards

Fifteen offensive and fifteen defensive per player. Thirty cards is a complete game, so a starter is a real product rather than a demo.

The court

Nine spaces

A three by three grid. Inside the arc pays one. Behind it pays two. Every trip begins at the check, exactly the way yours does.

The match

Six rounds

Score and you keep the ball. Miss and it's theirs. Round six is Duel Time, and it doubles everything on the board.

Roughly fifteen minutes a match.

The court

Nine spaces.
Three moves.

The arc bulges the way it does on a real half court, so the wings sit behind it and pay two while the free throw area sits inside and pays one.

You start every trip at the top of the key. The rim is two moves away through the middle. The deep corners take all three, which is your entire possession. Movement runs along the lines only, so there is no diagonal shortcut and a defender who sits in the middle genuinely closes the paint.

BASKET 1 1 1 2 1 2 2 2 2 THE CHECK
The possession

Draw three. Play one. Move.

1

Draw three, play one, discard two, and move one space. Your opponent does the same thing at the same time.

2

Both cards go down face down and flip together. A defender in a real one on one commits before the handle finishes, so nobody here gets to answer a move they already watched.

3

Three beats, then you have to shoot. That's your ten count, and it is the only clock this game needs.

4

The reveal is the shot. What you played plus your shooting, against what they played plus their defense, adjusted by the separation you bought and the space you are standing on. No dice.

5

Make it and you keep the ball and go back to the check. Miss and it's theirs.

The defender's read

Steal or block. Guess wrong and pay.

A steal attempt beats a possession that is still working. If he shoots into it, your own defense is negated for that beat rather than simply beaten, so the gamble costs a great defender more than a poor one. That is the right way round, because in a real game it is your best defender missing that wrecks you.

A block attempt is the mirror. It beats a shot. If he does not shoot, he walks around you into a better space.

So on every beat the defender is answering one question. Is he going up this beat, or still working. On the third beat he has to shoot, so the read narrows and the possession ends in a clash. Your ten count is what makes that happen.

Steal
Play · Defense
CB-031
Defense
Art slot
Jump the laneWin the beat and take the ball. If he shoots this beat, your defense is negated.
Block
Play · Defense
CB-032
Defense
Art slot
Meet him at the rimBeat a shot outright. If he does not shoot, he moves past you into any linked space.
The signature mechanic

The Line.

When you move, the card you just played stays behind in the space you left. So a possession writes itself across the court as you go.

Cards carry arrows on their edges. When two of them point at each other, they link. A drive that actually goes somewhere leaves a connected line and a better look at the rim. A possession that wanders leaves a mess on the floor. Your defender is placing on the same nine spaces, and playing over a card replaces it, so the floor is contested the whole way.

Your league is named after the mechanic
Round six

Duel Time.

Your final minute is already a card game climax, so we kept it whole. Every value doubles and the rebounds come alive.

2
Inside the arc
4
Behind the arc
Live
Rebounds

An offensive board gets finished where it lands. A defensive board has to be cleared back behind the arc before it can score, which is a real trip across the grid. It is also the round where the heavyweights finally eat, because contesting a live ball is the thing big men do.

The rare slot

A card that remembers who held it.

Belt cards are the rare type, and a deck may run up to two. There are four belts for four divisions, each with one signature ability that never changes, so the game stays balanced forever while the name and the face on the card keep changing.

Every fight night crowns a champion. That champion's belt card gets printed, numbered and dated, and the one before it becomes history. Your calendar turns into a release schedule, and the chain of who beat whom turns into a chain of real cards that only you can print.

What it does for the league

A drop nobody can counterfeit

Scarcity here is not manufactured. It comes from a real result on a real night, which is the one thing a card company cannot fabricate and the one thing you already produce every month.

Twelve nights a year · Twelve drops
Five card types

Ballers, Balls, Skills, Plays, Belts.

Court Jester
Baller · Featherweight
CB-001
Baller
Concept art slot
1
Power
4
Speed
5
Handles
2
Shoot
MotleyOnce a possession, move a second space without spending a beat.
Fire Ball
Ball · Offense
CB-014
Ball
Concept art slot
+2
Shoot
−1
Their D
1
Beat
Burn their handsPlayed on the check. Their defense drops until they win a beat.
Heavyweight
Belt · Max 2
CH·I / 004
Belt
Concept art slot
Lineage
6
Defends
1
Per match
Defend the crownIn Duel Time, win a contested board outright. Numbered and dated to one night.
Placeholder art only. Final art would be commissioned. AI never touches the game design. Stats and abilities shown are illustrative and would be tuned in playtesting.
For the room

Three cards we'd print first.

We built all three without your faces on purpose. Nobody should find their own likeness on a card they never agreed to. Say the word and we'd do it properly, with a commissioned illustrator and your sign off.

Manu Lecomte
Baller · Legendary
LGD·01
Baller
Concept art slot
2
Power
4
Speed
4
Handles
5
Shoot
Pull upYou may shoot from behind the arc without spending your last beat.
David Dawoud
Play · Legendary
LGD·02
The Commissioner
Concept art slot
Ruling
1
Per match
0
Appeals
Official reviewUndo the last beat and replay it. The Commissioner's ruling is final. It is also correct.
Loïc Gérard
Skill · Legendary
LGD·03
The Advisor
Concept art slot
+3
Look
2
Beats
1
Per match
The readDraw three extra and keep one. Good advice is worth a better look.
Placeholder art only. Each was composed so no likeness was generated: Manu from behind mid release, David as objects with no person in frame, Loïc as a courtside silhouette. Final art would be commissioned from a human illustrator, and no likeness would appear on any card without explicit permission. AI never touches the game design.
Why now

Every league has collectible cards.
Almost none has a collectible card game.

€500K
pre-seed you closed in August
4
divisions, four belts, four collecting lanes
12
fight nights a year, already scheduled
Sept
Chapter I, which is also Set One

Analyst estimates for the collectible card game market run anywhere from roughly eight to twenty billion dollars depending on what gets counted, and they disagree about almost everything except the direction. Cards turn a fan who watches into a fan who plays, and a fan who plays comes back between fight nights.

The shape of it

You own LINEAL. We design the game.

You already tell your league in chapters, so the sets are named and scheduled before we start. One set is a game. A chapter every season is a franchise. Every character, belt and card in it stays yours.

Chapter I · Set One Chapter II · whenever you run it Chapter III · and onward
"Over time, LINEAL will expand beyond basketball to become the home of 1v1 competition across multiple sports." Your own vision page. The engine you describe there is the same engine a card game runs on.
Who would build it

Two designers, one studio.

Zack Howe and Cole Beardsley. Our flagship credential is HAVOC: Gen Zero, the card game we designed, funded on Kickstarter in under thirty minutes. We build card games around existing worlds for a living, and the derivation work is the part we care most about.

The honest part. The concept is done. The game isn't, yet. Letting divisions play across each other is the right call for a card game and it means every division has to balance against every other one, which is playtesting time nobody has spent. We would rather say that here than find it out in front of your players.
One direction we haven't committed to. Your rulebook already escalates contact, first two defensive fouls restart at the check and the third onward gives a free throw, so the game could lean harder into the physical side than it currently does. Arcade contact, closer to NFL Blitz than to anything worked. We built one card to show what that looks like. Whether the game goes there is a decision about what LINEAL wants to be. That one belongs to you.
Next step

Prototype. Playtest. Chapter One.

The next step is a conversation about scope. We would rather size this together than guess at a number on a slide. And if a card game is not where LINEAL wants to spend attention this year, that is a fair answer and this was still a good conversation.

Let's check the ball →

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

Concept pitch prepared by Pamplemoose Games LLC for LINEAL BV. All LINEAL brand assets, names, rules and imagery appear solely to demonstrate this concept and remain the property of their owners. Game mechanics and designs are original work of Pamplemoose Games LLC. Placeholder art only; final art would be commissioned. AI never touches the game design. Not for distribution.