Two skaters. Two decks. One head-to-head sesh. Score more points than the freak next to you, or eat pavement trying.
"NBA Street meets Tony Hawk meets a table full of gremlins."
Monster Sesh is a two-player physical card game. Each player builds a run by chaining tricks across terrain while their opponent does the same across the table. At the end of the run, high score wins. Simple to teach. Deep to master. Dumb enough to love.
Each player drafts one Skater card and one Board card. That combo defines your abilities, your quirks, and your Super Move.
Terrain cards get flipped in a line between players. Rails, ramps, gaps, kickers. Every surface is a scoring opportunity.
Play Trick cards to hit each piece of Terrain in sequence. Kickflips, grinds, airs. Combos multiply points. Bail resets the streak.
Both players run at once. When the deck's done, whoever landed the fatter score wins the sesh. No HP. No damage. Just points.
If both players are airborne on the same beat, either one can throw a Clash card. A quick, goofy mini-showdown right there in mid-air. Steal points, wobble their landing, force a bail. Not combat. Not damage. Just enough friction to keep two parallel runs feeling personal.
Every deck mixes six categories. The interplay between them is the design core.

A rail specialist with a Clash streak and a nunchuck rack. Nods to a certain party-dude turtle, keeps his own IP identity. Anchor character for the starter set.
Skater cards run five stats on a 1 to 10 scale with a total budget around 35 to 40. Specialists spike one stat to 10 and dip another below 6, giving each character a distinct playstyle before abilities enter the picture.
Placeholders. Names and effects are working drafts. The finished visual language will match Mikey.
Every skate card game to date bolts on HP and damage. Monster Sesh keeps the actual feeling of skateboarding. You're not attacking. You're scoring.
The one time you touch your opponent's turn. Tight, goofy, deniable. Adds interaction without turning skating into wrestling.
No licensed pro skaters to chase. The characters are our own goofy freaks. A full extended universe of monster skaters, boards, and spots to build around.
Designed for a table right now. The rules translate cleanly to a live-service digital follow-up with async PvP runs, unlocks, and seasonal drops.
The trading card game category is at a decade high, driven by Pokémon, Magic, and a wave of new physical-first launches. Skateboarding entered the Olympics in 2020 and stayed. Yet no one has shipped a skate TCG that captures the actual joy of the sport. Monster Sesh does, with an original monster IP that we own, not license.
Wisconsin-based game design studio run by Zack Howe. Shipped commercial tabletop IP, active in original monster-parody sports properties, and building a portfolio of pitchable card game concepts alongside our own titles.
Looking for a strategic partner or introduction to the right publisher. Physical print run and digital Phase 2 both in play.
Zack Howe · Pamplemoose Games
zack@pamplemoose.co