SONIC: RING°RUSH
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Pamplemoose × Sega · Concept Pitch
Sonic:

Ring°Rush

Real-time card game · 2 to 4 players

A Sonic the Hedgehog card game where speed is the mechanic, not the theme.

Working title · By Pamplemoose
The miss

Every Sonic game
on a table forgets
the one thing
Sonic is.

Sega has licensed plenty of Sonic tabletop. They are fun, light, and turn-based, and in every one of them you never actually move fast. Ring Rush fixes that. It makes speed a physical act at the table: players race a shared deck in real time, and the fastest, greediest, smartest hand wins.

Why now

The category is hot.
The hook is open.

10B+
Pokémon cards produced in a single year
#1
Beloved, established brands win this category
0
Card games in the category that play in real time

Tabletop cards are as hot as they have ever been, and the winners are the brands people already love. Sonic is one of the few with that reach, evergreen and freshly back in the spotlight from the films. And because every game in this category is turn-based by design, none of them play in real time. A speed-first Sonic game would be the first of its kind, cheap to make, and easy to expand.

The game in one line

Commander,
at full speed.

Each player brings their own deck and picks a Hero with HP and two signature abilities. A shared Ring deck sits in the center, its cards laid in a circle.

Every round splits in two: a real-time scramble for rings, then a tactical hero battle fueled by what you grabbed. Two to four players. You can win by knocking out rival heroes or by powering up to a Super state through Chaos Emeralds.

Own deck · Own hero · Shared ring
The round

Two phases,
on repeat.

Phase 01

The Ring Scramble

Everyone plays at once, grabbing from the circle to earn rings and trigger enemies, hazards, and bosses.

Where speed lives
Phase 02

Hero Combat

Spend the rings you earned, fire abilities, and attack rival heroes.

Where strategy lives

Keeping the fast part and the thoughtful part in separate phases is what lets both shine without stepping on each other.

Signature mechanic

A game of
chicken.

The ring circle is face up. You grab a card, use it to power a card from your hand, lay it face down, and sprint back for more. But there is a catch in how it ends.

You declare when you are done. The last player still grabbing sweeps everything left on the table, the leftover rings and every hazard with them.

1

Grab a ring, power a card, lay it down, repeat.

2

Stay in for more fuel, or call "done" to stop.

3

Bail early and you dodge the pile, but you hand your opponents the leftovers to power their attacks.

4

Last one grabbing sweeps it all, rings and hazards alike.

Risk in the pile

Spikes, saws,
and a scrapper.

Hazards bite

Spike traps and buzzsaws are shuffled through the deck. Each states its own cost: lose rings, lose HP, or both. Whoever sweeps the table last risks a faceful of them, so bailing early is a real defensive play.

Lose rings · Lose HP

Or weaponize them

Certain cards and abilities flip hazards into weapons. That creates a whole archetype: the scrapper who wants to be last, scoops the entire pile, and turns the danger back on the table.

Turn the pile into a weapon

Pure give and take. Greed buys you fuel and risk. Caution keeps you clean but feeds your rivals. Both choices cost something, which is exactly what makes the call interesting.

Phase two

Spend the
fuel you earned.

Heroes have HP and two signature abilities. Rings power them, and ability cards from your deck extend what they can do.

Combat is Commander-style: point your attacks at rival heroes, defend, and race to either knock them out or charge into a Super state. The faster you grabbed, the more you can do here.

Powered by rings

Abilities cost rings. A big scramble buys a big turn.

Two abilities per hero

Each character plays differently. Sonic is pure speed, Knuckles is power, Tails is the strategizer.

Two ways to win

Drop every rival hero, or charge to Super state through Chaos Emeralds.

Shared threat

An uneasy truce,
then a knife.

The big bad takes the center

Eggman and other bosses live in the ring deck. When one surfaces, it moves to the middle with an HP bar. Anyone can spend rings and abilities to grind it down.

The finishing blow takes the prize

Land the kill and claim a Chaos Emerald, a ring haul, or the boss as a trophy. Leave it standing at round end and it strikes the current leader, which quietly keeps any runaway player in check.

Rivals racing each other are suddenly forced to cooperate against Eggman, then turn on each other the second he is low. That tension is the most Sonic thing on the table.

Mini-bosses

Defeat it now,
or bank it.

Badniks are small enemies that surface from the deck. Grab one and you have a choice.

A

Defeat it on the spot by spending an ability, attack, or action, and take its small boon right away.

B

Bank it into your deck and cash it in later, when you next draw it from your own deck.

!

The catch: an un-cashed badnik sits in your deck as dead weight you might draw instead of something useful. Banking is a gamble, not free storage.

What the cards feel like

Sample cards.

Sonic
Hero
Hero
Sonic
Concept art slot
30
HP
5
Speed
2
Abilities
Spin Dash · 2 ringsDeal 4 to a rival hero. Costs nothing if you finished the scramble first.
Homing Attack · 3 ringsDefeat a badnik or boss instantly this turn.
Dr. Eggman
Boss · Center
Tier III
Eggman
Concept art slot
40
HP
+EM
Reward
6
Strike
On defeatFinishing blow claims a Chaos Emerald and a ring haul.
End of roundIf still standing, strikes the current leader for 6.
Motobug
Badnik · Mini-boss
1 action
Motobug
Concept art slot
+3
Rings
Bank
Or deck
Boon
Defeat nowSpend 1 action to gain 3 rings.
Or bank itShuffle into your deck and cash in later.

Ring cards

1
Ring
3
Rings
5
Rings
10
Chaos · rare

Hazard card

Spike Trap
Hazard
Penalty
If you sweep itLose 5 rings, or 3 HP.
Scrapper cardsMay flip this into a weapon.
Placeholder art only. Final art would be commissioned or licensed. AI never touches the game design.
Built for the brand

Fast, not rough.

No player contact

You grab your own rings, never another player. Any card two hands reach at once is simply burned. The speed is in the race, not in a scuffle.

Canon only

The roster stays inside Sega game canon, so there are no rights tangles with comic or cartoon characters. Family-friendly, exactly like the games.

Everything here is designed to clear brand review on the first pass.

In the box

One box.
Long runway.

Hero decks, ready to play out of the box
Shared Ring deck with hazards and badniks
6+Boss cards across difficulty tiers
Ring, HP, and Chaos Emerald tokens
Rulebook plus the open and blind variants
2–4Players, roughly 30 minutes a game

Expansion-ready by design. New hero packs, zone decks, and boss tiers extend the game for years, plus an optional collectible character line for recurring revenue.

Why Pamplemoose

We are small,
fast, and cheap.

We design card games for a living and we ship. Our last one, HAVOC: Gen Zero, funded in under 30 minutes on Kickstarter. The design here is one hundred percent human. We can build this with you quickly and without a heavy budget.

Let's make the Sonic game that's actually fast →
Zack Howe · Pamplemoose · Next step: a full walkthrough of the design