Dice & Dimes
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Pamplemoose Games · Concept Pitch

Dice &
Dimes

The NBA Trading Card Game

The locker room dice game, reborn for the blacktop.

Working title · Two players · Half court · A physical card game built to be played

The insight

NBA locker rooms already have a game.

Cee-lo, the three dice street game, has lived on team flights, in locker rooms, and on blacktops for generations. We built a basketball game on its bones.

The dice they already love are the heartbeat of every shot

Four · Five · Six

How it plays

Three on three, half court, a full game in minutes.

Every possession is a live battle of matchups, ball movement, and a little luck. Draft your three, set your spacing, move the ball, and let the dice decide the bucket.

1

Check and set. Lay your three players. The defense answers each one. The matchup mind game starts before the ball moves.

2

Move the ball. Spend action points to pass, cut, and screen. Every pass stacks the odds in your favor.

3

Take the shot. Roll three dice. Hit the number and it drops. Defenders gamble for steals and blocks.

4

Score and swap. Ones and twos, first to win. Then flip to defense and run it back.

The floor

Three spots filled. One always open.

You set three players in a diamond and leave the fourth spot open. The defense answers with a defender between each of your players and the basket. Cutting into that open spot is how the ball keeps moving.

Three action points a possession

Spend them to pass, move, and shoot. Cards go face down for a standard action, or face up for a special one.

C
PG
SF
Open
D
D
D
Your players Defenders The open spot
The signature mechanic

Three dice. One magic number: 21.

Borrowed straight from the blacktop and the locker room. Your player's skill, your ball movement, and the right card push you toward 21. The defense pushes you back.

Dice roll+Skill+Ball movement−Defense≥21
Offense

Movement pays

Every pass and cut stacks the odds, the way a real offense finds the open man.

Spacing

Matchups decide it

Who guards whom is settled before the ball ever moves.

Defense

Lockdown hurts

A great defender drops your odds and forces you to move, screen, and adapt.

The cards

Real stars meet real depth.

Every card is a finished, collectible product. Marquee NBA stars anchor the license. The Ball, Pass, and Skill cards run the game. And yes, the set has a sense of humor: Badunkadunk is exactly what it looks like.

Dice & Dimes card face: Stephen Curry, Player card D&D-001, Legendary.
Real NBA stars
Dice & Dimes card face: Badunkadunk, Skill card D&D-019, Rare.
Skill cards
Dice & Dimes card face: The Rock, Ball card D&D-010, Uncommon.
Ball cards
Dice & Dimes card face: Lob City, Pass card D&D-022, Rare.
Pass cards
Placeholder art only. Final art would be commissioned. AI never touches the game design.
Why it spreads

The players are the marketing.

When word spread that NFL locker rooms were hooked on Settlers of Catan, it helped push the game mainstream. We designed Dice & Dimes from day one to live where the players already are.

Step one

Built for the locker room

A game NBA players actually want to break out on the team plane.

Step two

A star posts it

One athlete with reach turns a card game into a cultural moment.

Step three

The culture follows

Fans chase what their favorite players love. The flywheel turns.

Why now

Two markets. Nobody has merged them.

$14.1B
trading card games in 2026, heading past $21B by 2035
$14.5B
sports trading cards in 2026, heading to $24.7B by 2033
67%
of all US toy industry growth in 2025 came from trading cards

Every giant in trading card games runs on fantasy or anime. Pokemon alone moves billions a year. Dice & Dimes is the first to run on real basketball stars with real gameplay.

Sources: Custom Market Insights (trading card games), Grand View Research (sports trading cards), Circana (US toy industry), 2026.

The competition

Everybody's nearby. Nobody runs our lane.

Topps and Panini sell cards you collect. NBA Top Shot is digital. NBA 2K is a video game. Dice & Dimes is the one that puts real cards and real gameplay on a real table.

One open quadrant, and it's ours to take

Physical Digital Collect Play
Topps · PaniniCards you collect
Dice & DimesCards you play
NBA Top ShotDigital moments
NBA 2KVideo game
The honest part

The license is the hard part.

The rights aren't ours to grant. Since October 2025 the NBA and NBPA trading card license has sat exclusively with Fanatics Collectibles under the Topps brand. Any version of this that ships with real players and real logos runs through that relationship, or through a games carve-out, or through the NBPA. We'd rather say that here than let you find it three meetings from now.
The concept is done. The game isn't, yet. The system is designed and the rules hold up on paper. It has not been printed, playtested at scale, or balanced against a real card pool. That's exactly the work we're asking to do, and we won't oversell the rest.

Neither of those is a reason to stop. They're the reason to start the conversation now instead of after somebody else does.

The roadmap

One set is a game. Many is a franchise.

CoreStarter boxes and booster packs. An easy on ramp plus the collectible chase that drives repeat purchase.
PremiumA deluxe box set that opens with a full team draft, sold as a standalone bigger game.
ChaseSignature stars and limited pulls that collectors hunt for.
CourtsCity themed playmats and venues as a whole secondary product line.

The shape of the model: starter sets around $25, booster packs around $5, sold through hobby shops and mass retail. Every season gives the set a reason to refresh.

Licensing

We bring the game. You bring the league.

Dice & Dimes ships with real NBA stars, so it needs player rights. We designed it so that path stays as clean as it can be.

Pamplemoose Games brings

The finished game

A license-ready system, art direction, and a full card set. Team-agnostic street style built on player likeness, so it can license through the NBPA. A design team that delivers on a timeline.

Our partner brings

The door

The relationship to take it to the league, the players' association, or Fanatics. Retail, distribution, and the shelf. Athlete access to seed it where it matters.

Ownership: you hold the license and the shelf. We design the game.

Why us

We make games for people who love games.

Pamplemoose Games is a two designer studio: Zack Howe and Cole Beardsley. HAVOC: Gen Zero, the card game we designed, funded on Kickstarter in under thirty minutes.

We turn brands, athletes, and IP into card games for a living. Our rule holds on every one of them: the soul of the source material always lives in the mechanics.

Next step

Let's put Dice & Dimes on the blacktop.

We're ready to design and deliver the full game: rules, cards, and a working prototype on your timeline. We'll settle what it costs on a call.

1

Greenlight the concept. One call to say the direction is right.

2

Build the prototype. Rules, a playable card pool, and a real box.

3

Playtest and refine. Then take it to the league with something you can put on a table.

If it's not your thing, that's a fair answer, and we'd rather hear it early than late.

Start the conversation →

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