A 3v3 squad board game where the drop is the mechanic, not the theme.
Working title · 2 or 6 players · 30 to 45 minutes · Ages 12+
A concept by Pamplemoose Games
Every Free Fire match starts the same way. Pick a character, stack passive skills pulled from three others, then argue with your squad about whether the combo holds up. Sixty-seven characters deep, your community has been doing deck construction for years without ever calling it that.
So this game does not teach them a new system. It hands them the one they already know, in a form they can put on a table.
Draft in the plane. Draw three ability cards, keep one for a character, pass the other two to the opposing squad.
Pull the chute whenever you want. The first squad out of the plane lands first and claims their landmark first.
Land, loot and fight. Every landmark on the board holds its own deck of weapons, items and rare abilities.
The zone closes every round. Tiles go dark, their loot burns with them, and the island keeps getting smaller.
Last squad standing calls it. Booyah.
Every draft round buys you one more ability and costs you a worse landing. Drop order is simply the order in which squads stopped drafting. Jump early with empty slots and you land first on an untouched landmark. Stay in for one more card and you land into a map somebody else already picked over.
The plane is slow and certain. The ground is fast and random. Both spend into the same six slots.
Your opponent keeps one of the two you hand over and buries the other face down on a landmark of their choosing.
Landmarks connect by routes, one of them across water. The red circle closes in as the Zone deck runs down, tiles go dark, and their loot burns with them. Free Fire players already build their own maps in Craftland, so a board that rearranges is something your audience does natively.
Each tile carries its own status and its own loot deck, so choosing where to land is a real decision before a single card is drawn.




Every character carries a printed signature skill that never changes, plus two sockets you fill in the plane or off the ground. Faction sits on the card, because Horizon and the Mambas are already in your fiction.







The Gloo Wall gets the strongest card in the set on purpose. It is the most recognizable object in Free Fire, it already has counterplay you built, and it belongs on a table.
Free Fire is a Global South franchise. Brazil alone is roughly a quarter of in-app spend, and Indonesia, Thailand, Vietnam, Pakistan and MENA carry most of the rest. Those players are young, mobile first, and price sensitive. The Free Fire card product that already works in that market sells through convenience stores at impulse price.
Which means the format is a decision we would rather make with you than around you. The engine holds at any of these. The box does not.
A board game takes roughly that long to make properly. Starting now means it exists when the show does.
The engine never changes. The board does. Every Free Fire map becomes an eight tile expansion with its own landmark statuses and its own loot decks, which is also how a printed product keeps pace with a live service one.
NeXTerra carries the Horizon logo, so it is the natural home for the rare abilities.
Garena keeps the property and owns the finished game outright. We are paid to design it. Everything in here is built out of your systems, so there is nothing to untangle later.
We are a two designer studio out of Madison, Wisconsin. HAVOC: Gen Zero, the card game we designed, funded on Kickstarter in under thirty minutes. Since then we have built card games out of comics, sports leagues, candy brands and entertainment properties, and the method never changes. We find what a property already does, and we make that the rule.
Happy to take it to your team, answer whatever this raises, or rework the direction entirely if the format is wrong for where Free Fire is heading. And if it is not your thing, that is a fair answer and no hard feelings on our end.
Zack Howe & Cole Beardsley · Pamplemoose Games · zack@pamplemoosegames.com
Concept pitch prepared by Pamplemoose Games LLC for Garena. All Garena and Free Fire brand assets, names, characters, locations and imagery appear solely to demonstrate this concept and remain the property of their owners. Game mechanics and designs are original work of Pamplemoose Games LLC. Placeholder art only; final art would be commissioned. AI never touches the game design. Not for distribution.