Pamplemoose Games
Pamplemoose Games × Brent Weeks · Concept pitch

LightbringerBreaking the Halo

A card game for drafters, where drafting is the mechanic, not the theme. Built from the world of the Lightbringer series: the spectrum, the halo, and a war fought with light.

Working title · Concept pitch · October 2026

The insight

Drafting: where the books and the game meet

In the Seven Satrapies, turning light into luxin is called drafting. At a card table, drafting means choosing your cards. This game makes them the same act. Every turn you draw three and keep one, and when you want more than that, you reach into your halo for it.

The halo is a ring of cards, so it can fill and break in front of everyone. The colours behave the way Brent wrote them. None of it was invented for a game. It was already on the page.

And yes, we know about Nine Kings. There's already a card game inside these books. We've deliberately left it alone, and there's a slide later on that.
What it is

A card game of drafters at war, played one round of light at a time

Flip a colour card. Its light is what every unit can draft this round, and its text says who wins it.

Draw three, keep one, discard two. That's your draft for the round.

Trade actions one at a time. Field units, attack, cast, or reach into your halo for more.

Settle the round. Whoever met the colour card's condition claims it into their deck.

Bring the other drafter down. Their health runs out, or their halo breaks and they can't finish you that turn.

You are the drafter

There's no commander card

The player is the drafter, with their own health and their own halo. The characters of the series are cards you bring into the war.

Forty cards

Decks start small and grow

Every colour card you win joins your deck, so the deck you finish with is never the one you started with.

The signature mechanic · The Halo

Your halo is a ring of five cards, and everyone can watch it break

At setup, your deck sits in the middle of a ring of five face-down cards. That ring is your halo, and it's the extra power every drafter is tempted by.

Reach for more

Pull up to two cards from your halo on any turn, blind. It's power beyond your one-card draft.

It refills from the middle

Every gap is filled at once from the deck inside the ring, so the deck you stand on thins with every pull.

Then it breaks

When your deck can't refill the ring, your halo breaks. Win that turn, or lose.

Every round

Each colour card decides what winning the round means

The colour deck is shared. One card is flipped each round, its light powers every unit that drafts it, and it names its own contest, so the goal moves with the light.

Burning Field card, Colour · Setting · Red Forest Edge card, Colour · Setting · Green Blue Luxin Bridge card, Colour · Structure · Blue The Prism's Tower card, Colour · Structure · Spectrum

Colour cards are places, items and structures, in one colour, two, or the whole spectrum. Where a claimed card lands says what it is: a forest lasts, a burning field doesn't.

The spectrum

The colours behave the way Brent wrote them

Every colour's luxin acts like a material, and every drafter's temperament shapes how their colour plays.

Sub-red

Liquid fire that burns out fast
Passionate, volatile

Red

Sticky, flammable, clinging
Hungry, angry, bold

Orange

Slick, heavy, oily
Perceptive, persuasive

Yellow

Unstable liquid, or the strongest solid of all
Clear-sighted, balanced

Green

Flexible and springy
Free, wild, done with rules

Blue

Hard, smooth, crystalline
Logical, orderly, cool

Super-violet

Fine, near-invisible threads
Detached, subtle

Paryl, chi, black and white come later, as rare colours worth building whole sets around. This is our reading of the books, and we'd want Brent to correct anything we've got wrong.

The cast

Every character in the series becomes a card

Named drafters, nameless units and wights, some fighting on the line and some holding it together from behind. Every unit can strike for its power without colour, and its luxin ability comes alive when its colour is in the light.

Gavin Guile card, Unit · Drafter · Prism Andross Guile card, Unit · Drafter · Monochrome Blue Drafter card, Unit · Drafter · Monochrome Red Wight card, Unit · Wight Green-Blue Bichrome card, Unit · Drafter · Bichrome Polychrome Drafter card, Unit · Drafter · Polychrome

Concept cards for this deck only. Card art is AI concept art and would be replaced by commissioned artists. AI never touches the game design. Every number is a placeholder until playtesting.

How drafters fall

A drafter dies in battle or burns out, and the game uses both

Health

The war is violent

Units and luxin do real damage to the drafter behind them. Five books of war deserve combat that feels like it, so every drafter has a health pool and it goes down.

The halo

Power costs you later

Every halo pull buys power now and spends the deck you're standing on. You can lose a game you were winning by reaching too far.

Wounded drafters draft harder. Taking damage never touches your halo. It just makes reaching into it tempting, and some cards reward drafting while you're hurt.
Every card is a spending choice. Units stay in play and save cards. Spells are one-off and spend them. Colour cards you've claimed bolster your units when the table's light doesn't suit them.
Nine Kings

We left Nine Kings for Brent

Nine Kings is the obvious thing to reach for. It's the card game inside the books, and readers have been designing its cards for years, including for Brent's own fan art contest.

We've kept it out of this design completely. A real Nine Kings should be Brent's game, built with him from the first rule. We'd love to make it with him, as a second game alongside this one.

What we did instead

We built the war around it

This game is the Seven Satrapies at war. Nine Kings stays what it is in the books: the game the characters play, waiting for its author.

Why this world

A finished series with readers who already want the cards

4M+
copies of Brent's books sold across Night Angel and Lightbringer, per his publisher
5 of 5
Lightbringer books were New York Times bestsellers, in a series that's now complete
130K+
Goodreads ratings for The Black Prism alone, averaging 4.2 stars
2019
the Nine Kings fan art contest, where readers designed cards from the books

The audience has already shown it wants to hold these cards. What it doesn't have yet is a game.

Straight with you

What we don't have yet

The concept is done, and the game isn't. Nothing here has been playtested, and every number on the sample cards is a placeholder.
A couple of rules are still open. Whether a halo pull costs an action, and exactly when a round ends, get settled at the table.
We'd want to check our reading with Brent. Which character drafts which colour, and how each luxin behaves, should be checked against the books and against him before anything is locked.
The roadmap

The books give us the first five sets, and the world has room for many more

Set one

The Black Prism

The Prism, the war in Tyrea, the first wights and the core spectrum.

Set two

The Blinding Knife

The Blackguard, new drafters and the war widening.

Sets three to five

The Broken Eye, The Blood Mirror, The Burning White

The first five sets follow the books, from the first war to the last.

Beyond the books

Sets the world already suggests

The satrapies. A set for each satrapy, from Tyrea to the Blood Forest, with its own drafters, places and colour cards.

The wights. Drafters who broke the halo, as a set of their own.

The rare colours. Paryl, chi, black and white, each big enough to build a set around.

A second game

Nine Kings, with Brent leading

The in-world card game made real, built on his vision. It stands apart from this game, and the two sit well side by side on a shelf.

Ownership and who we are

Brent owns the world, and we design the game

Every character, place, colour and term in Lightbringer belongs to Brent Weeks and his publishers. What we bring is the engine: the halo, the colour contest, the draft and the rules that hold them together.

The player is nobody from the books. You play an unnamed drafter, so we're never deciding what Gavin would do. The named cast are cards you field.
Pamplemoose Games

Zack Howe and Cole Beardsley

Two designers in Madison, Wisconsin. Every game we make is designed by both of us, start to finish.

HAVOC: Gen Zero, the card game we designed, funded on Kickstarter in under thirty minutes.

Zack is also a published novelist and a longtime reader of this series.

Next

We'd love to talk this through with Brent

The first step is a conversation, with Brent on it from the start, because the questions worth asking are his to answer.

A call with Brent.

Prototype and playtest, once the direction is agreed.

Publisher or crowdfund, whichever fits how he wants it to reach readers.

Numbers come later. This is a conversation first.

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

Lightbringer: Breaking the Halo is a working title. Lightbringer, including all characters, places, names, colours and terms, is the property of Brent Weeks and his publishers. It appears in this deck solely to demonstrate a game concept. No published artwork from the series has been used, reproduced or imitated. Game mechanics, card architecture and rules text are original work of Pamplemoose Games LLC. Card art is AI concept art and would be replaced by commissioned artists. AI never touches the game design. No rights are claimed or implied. Not for distribution.