A fast, social card game for the taproom, where memory is the mechanic, not the theme.
Working title · 2 to 4 players · 24 cards · 5 to 10 minutes

Stargazer. Void Walker. Galaxy. Hoprocket. Hazy Side of the Moon. Here Comes the Sun. Laika Mule. Astronaut. Flower Moon. Nobody set out to write a universe. You just named beers, and a universe is what came out.
Then there is the animal on the door. An octopus has nine brains and one of the most studied memories in the animal kingdom. So the game is a memory game, and it argues for itself before anyone reads a rule.

Every character on the roster is an octopus, and every octopus is one of your beers. Captain Octavius Pils runs the bridge. Buzz Hopdrin flies a rocket built out of a hop cone. Käsoktodach counts the cheese in the hold.
All twenty four cards go face down on the table. No setup, no deckbuilding, no reading.
Flip two. Match and you keep the pair, which joins your Pack and unlocks what that character can do.
Miss and play passes. Everyone at the table just watched where those two cards were.
Pairs score. Same faction is one point, same character is two, a full faction is four, the whole set is twelve.
Two cards from the same faction is a Buddy. It scores, and that's the whole game for a first time player.
Two versions of the same character is a Twinsie. It scores double, and it's the only thing that wakes an ability up. Hazel Moon's the same octopus on both cards, sitting on the line between light and dark, half of her camouflaged into the rock. Find both and the table starts losing track of its own pairs.
Buddies carry the casual game · Twinsies carry the strategy
Command. Octavius, Amarillo Submarino, Amber Sagan and Commander Goober. Abilities that take, look and lock.
Engines. Buzz Hopdrin, Milky Wayne, Hazel Moon and Abyssa. Abilities that move the board and cloud it over.
Cargo and stores. Badonkadock, Soupis, Käsoktodach and Singularopod. Abilities that upend everything.












Twenty four faces, drawn as concept art, one card back
Most brand games are a promotion that borrows the brand and then walks away. This one lives on your tables, sells at your merch wall, and gets a new character every time you name a new beer.
Your release calendar is the content calendar. Every seasonal, every collaboration, every barrel-aged one-off is a character waiting for a card. You don't have to invent anything. You already do this four times a year.
The characters, the names and the artwork are built for Octopi and belong to Octopi. We design, we hand it over, you decide what happens to it.
Zack Howe and Cole Beardsley. HAVOC: Gen Zero, the card game we designed, funded on Kickstarter in under thirty minutes. We're twenty minutes down the road in Madison.
Lock the rules. Balance the twelve abilities, settle the scoring edge cases, write the rulebook.
Finish the set. Commission the final art, design the box and the card back with your team.
Print a prototype. A real deck you can hold, hand to your staff, and put on a table in Waunakee.
Decide from there. Taproom run, merch wall, or a wider print. That call is yours to make once you've played it.
This starts as a conversation. The number comes after you've seen it work.
Chantel Soumis thought Octopi should have a card game and pointed us at you. We built the concept to find out if she was right. Happy to walk you through it in person, in the taproom, with the cards on the table.
zack@pamplemoosegames.comZack Howe & Cole Beardsley · Pamplemoose Games · Madison, Wisconsin
Concept pitch prepared by Pamplemoose Games LLC for Octopi Brewing. All Octopi brand assets, names, marks and product names appear solely to demonstrate this concept and remain the property of their owners. The Octopi mark shown on concept card art is an illustrative redraw and is not a reproduction of the official asset. Game mechanics, characters and designs are original work of Pamplemoose Games LLC. AI concept art only; final art would be commissioned. AI never touches the game design. Not for distribution.