A card strategy game with collectible elements and fresh mechanics where iconic characters from myth, literature and pop culture face off in a six-player battle. Each turn affects the others, and a clever balance makes winning a matter of adaptation and skill.
- Segment: Midcore
- Genre: Card Strategy / TCG
- Format: Online FFA PvP - 6 players each for themselves
- Playtime: ~25 minutes
- Distribution: F2P
- Platforms: Mobile / PC / Consoles
Current Status:
- Playable Prototype: PC and Android.
- Content plan for the next 2 years is formed.
- Basic analytics: DAU, Retention, Session Time.
- Marketing strategy has been thought through.
- Early player community is being formed.
Rules FFA CARDS is easy to learn: clear logic, quick start and increasing interest from game to game.
Players use a single deck made up of two types of unit cards:
- Factions (blue, red, brown, green) - reinforce heroes of their color
- Legends (purple) - have special properties.
To get started, just read the descriptions of the 8 heroes that players will pick at the beginning of each round.
After choosing a Hero, each turn consists of three phases:
- Pick up a card or coins
- Activate the hero's ability
- Hire a unit, its cost is equal to victory points.
On the 9th round or when someone hires 7 units, the game ends and the player with the most points wins.
Why is it appealing?
- Easy to learn, hard to master
- The emotion of choice
- Competitive spirit
- Proven mechanics
You can learn the rules in a couple of games, but the game is addictive - you want to try new tactics to get stronger with each game.
Every action affects others - the mechanics encourage you to calculate your opponents' moves.
Playing against multiple opponents makes it feel like a real battle of wits.
The clever balance makes winning a matter of strategy and adaptation. It feels earned - as a direct result of the player's decisions and skills.
FFA CARDS builds on the time-tested Citadels structure, but develops it digitally - with dynamics, variation and depth.
Citadels is one of the most popular board games in the world, having received prestigious awards and nominations in Europe and the United States.
The board game has been translated into more than 25 languages and has sold millions of copies, becoming a true board game classic.
FFA CARDS was invented by us as a modification of Citadels and quickly gained popularity in tabletop clubs thanks to improved balance and new mechanics, which were especially appreciated by fans of the original game.
Over time, a wide variety of players joined the game, from family boardgame enthusiasts to Hearthstone fans.
We're creating a new sub-genre of card games by combining the best of tabletop and digital formats. FFA CARDS is a strategy game with balanced gameplay and a strong social component that eliminates the typical problems of the genre - dependence on luck, pay-to-win, high entry threshold and low player engagement.
1. innovative gameplay
- Walk in and play right away
- Fresh mechanics
- Rethinking the genre
In FFA CARDS, there's no need to build a deck or adjust to a meta - you're in the game right away.
New, previously unrealized in digital format, they give players exactly what they've been missing - control over the outcome through strategy, not chance.
We emphasized strategic confrontation between multiple players instead of the usual one-on-one duels.
2. P2P marketplace
- Owning a collection
- A vibrant community economy
- Revenue from player activity
Collecting makes sense when items can actually be disposed of. We are implementing a trading system through Steam, a familiar and favorite trading platform where players can freely buy and sell in-game items.
Players will be able to influence the value of items, creating an active and sustainable economy. This increases engagement, makes the marketplace part of the gameplay experience and opens up a niche for player traders.
The game gets a percentage of every transaction on the trading platform, which forms a stable source of income.
3. Recognizable characters
- Emotional response
- No licenses - less cost
- Openness to collaborationsThe lack of a rigid lock-in to a single IP makes the game open to external integrations. This creates the potential for vibrant collaborations - as Fortnite does.
The game uses well-known characters that are already familiar to a wide audience. This is especially important in the KKI genre - such images instantly attract attention, accelerate engagement and make the game meaningful for players from the first contact.
Public domain characters do not require licensing, which simplifies launch, reduces costs, and accelerates the creation of new content.
4. Social integration and clans
- Community Formation
- Team progression and competition
Clans bring players together, forming stable social bonds. This increases retention - players have someone to come back to. someone to play with and discuss the game with.
Players participate in team mode and tournaments, share strategies and grow together. Community becomes part of the gameplay, increasing motivation and engagement.
5. Game Editor
- Sandbox for card games
- Monetization and community growth
- Support for modders
The ability for players to create their own modes and scenarios. This turns FFA CARDS into a platform for UGC (user generated content), opening up the potential to launch new games within our ecosystem.
Popular mods can be monetized. This motivates creators, builds a talent pool and creates an additional source of revenue.
This increases replayability and gives the game a long life - as Dota 2 and Fortnite have already proven.
Planned Early Access metrics
Player loyalty is a revenue driver: they're interested, pay more often, and stay longer.(Forbes).
Our strategy around their engagement and growth is not only more effective, but more reliable.
CPA | $1.50 |
CAC | $4.00 |
ROI | 150% |
ARPU | 2.50 |
LTV | 6.00 |
Main ways of monetization
1. P2P marketplace
Steam earns >$1 billion per year on commissions from in-game trading. No less turnover in gray and black markets.
Since 2012, in-game items on Steam have been a digital currency - long before NFT and cryptocurrencies. Even outside of gamemade, this market is highly valued(Bloomberg).
FFA CARDS uses a P2P model: trading will be available both through Steam (for the core audience) and through alternative channels - for mobile and casual players.
Precedent: clicker Banana generated $430K+ per month from Steam trading alone(Forbes).
We will introduce a sustainable P2P economy without pressure on players - monetization will come from their interest and activity.
2. Selling customization and collectibles
Players customize heroes, units, interface and effects - just like in a sandbox.
Self-customization and collecting becomes an organic source of monetization.
3. Cross-brand collaborations
Characters, skins, items and events from popular IP - TV series, movies, games, comics and books - will be integrated into the game.
Such collaborations:
- expand audiences at the expense of other brands' fan bases;
- stimulate the growth of microtransactions - users willingly buy premium content related to their favorite franchises;
- create events that revitalize the community and increase engagement.
The model, proven in Fortnite, Genshin Impact, Brawl Stars and other popular games, is a perfect fit for the card game genre with visual collectibles.
4. AI-assisted Plus subscription
A paid subscription gives you access to an AI assistant that suggests moves in real time, analyzes your opponents' style, helps you adapt your strategy, and tracks your progress.
The system saves the player's style, allows you to play against "AI ghosts" and automatically finishes the match in case of disconnection.
This is not just statistics, but a learning tool - an analog of Dota Plus, adapted to the card genre.
5. Season Pass
Each season, players will have access to a special pass with visual elements and social features.
This will increase player engagement through a reward system.
6. PvE Modes
We will implement additional paid PvE modes to attract new audiences and the ability to play offline.
7. In-game tournaments with contributions
Players create tournaments with contributions - the prize pool is generated by the community and the game earns on commissions. This drives engagement and monetization through competitive spirit.
8. Cybersport Support (eSport Boost)
The game will have a support system for cybersport tournaments, similar to the Compendium from Dota 2. Players will be able to contribute to prize pools and support their favorite cyber athletes, which will strengthen the connection between the sports scene and the community, increasing engagement and media exposure for the game.
9. Monetization of user-generated content
We will create tools for mod authors, allowing them to make money from their modes through the in-game platform. Content will be moderated, IP rights will be retained by us, and the best authors will be taken on board.
Renewed interest in the genre and cyclical trends
The card strategy genre has historically evolved in waves:
- Peak on the desktop in the mid-2010s(Hearthstone, Gwent, MTG).
- Peak in cybersports - 2017-2019.
- Then - a decline in interest amid monotony and an increase in the threshold of entry.
Today, we are seeing a new phase of interest:
- Mobile platforms are at the peak of popularity and are ideal for the card format.
- The gaming segment is returning to strategies with depth and variation.
- Successful hybrids are emerging, indicating a shift in tastes.
- The mobile market shows a steady demand for midcore content.
FFA CARDS appears at the peak of a new wave, when the genre becomes relevant again - but with new requirements and expectations of the audience.
Analyzing mobile platforms
We regularly monitor analytics to understand the dynamics of the card strategy genre. Based on our analysis for Q1 2025, we have highlighted key market patterns:
- High RpD is more important than install volume
- East Asia is the region with the highest margins
- Midcore audience provides steady revenue Theaverage RpD of midcore games globally is $12.8, compared to $7-9 for casual games.
- Owned IP is just as effective as licensed IP
CCGs with RpD above $10 achieve $2M+ in revenue with <200K downloads (Yu-Gi-Oh!, Magic, Hearthstone).
Average RpD in Japan and China is $19.7, double the $10.0 of the US and Europe.
Focusing on these markets maximizes returns.
These players provide higher LTV and retention due to gameplay engagement rather than advertising dependency. This creates a sustainable and predictable monetization model.
Black Deck, Universe & Everything, and KARDS have already proven that success is possible without expensive licenses. Moreover, having an IP ensures success without quality gameplay, which can be judged by frozen projects like LoR, GWENT.
In our case, FFA CARDS relies on archetypes of iconic characters and is open to large-scale collaborations while maintaining brand control and keeping costs down.
Reasons for selection
1- Genre expertise
We understand the card game genre as players, developers and analysts. Our experience spans game system design, balance, audience needs, and metagame construction. This allows us to create solutions that are understandable and appealing to a wide audience.
2. Market potential
The strategy card game market remains less saturated compared to other midcore genres. This gives FFA CARDS a chance to occupy a promising and underutilized niche. Interest in collectible and strategy games continues to grow.
3. a large number of dormant audiences
There is a significant number of players who are familiar with the genre but have moved away from it due to flaws in the market leaders' games.
We communicate with them directly through communities and see the demand for an alternative.
4. Demand for new game experiences
Players are looking for fresh mechanics and visual solutions that will offer something different from established IPs. FFA CARDS targets this niche.
5. Focus on strengths
The game emphasizes social features and interaction between players. This increases engagement and fosters long-term loyalty. Especially since our approach is unique.
6. Addressing systemic problems of the genre
We addressed the key shortcomings of the genre - power creep, pay-to-win, and over-reliance on randomness. This allowed us to create a balanced game that offers an attractive alternative.
7. Outlook at eSpoerts
The period from 2017 to 2019 was a peak for the CCG scene, with Hearthstone and MTG attracting hundreds of thousands of viewers and significant prize pools - even before cybersports became mainstream. Today, as interest in cybersports continues to grow steadily despite global crises, the genre has every reason to return to the spotlight - but in a new format.
This creates a solid foundation for FFA CARDS to enter the cybersports scene.
Cybersports events provide access to a core audience that is difficult to reach with conventional marketing.
They attract influencers, expand reach, open up new advertising formats and increase the credibility of the project as a long-term product with a vibrant community.
This direction will not require significant investments, as it will be enough to maintain the functionality aimed at cybersports. This strategy will allow the ecosystem to grow through sponsorships that follow an engaged and active audience.
Leaders' Success Factor
The key to the success of the traditional leaders of the genre has been the skillful adaptation of tabletop mechanics to the digital format.
FFA CARDS builds on this proven approach by adding its own identity.
Performance of traditional leaders on mobile
Game | Revenue/month | Downloads/month | RpD (Global) | RpD (Asia) |
Hearthstone | $2M+ | 200K+ | ~$9.0 | $12-15 |
Marvel SNAP | $2M+ | 300K | ~$7.0 | $8-9 |
MTG Arena | $2M+ | <100K | ~$11.1 | $13-14 |
Yu-Gi-Oh! Master Duel | $2M+ | 100K+ | ~$12.8 | $40+ |
The minimum bar: cases of independent projects on mobile
Independent midcore games demonstrate that sustainability in the genre is possible even without licenses, well-known IPs and large marketing budgets.
Game | Revenue/month | Downloads/month | RpD (global) | RpD (Asia) |
KARDS (mobile + PC) | $150K+ | 45K+ | ~$2.15 | ~$3.87 |
CUE (mobile) | $100K+ | 50K+ | ~$2.8 | - |
These cases set a realistic lower bound for commercial sustainability in the genre.
FFA CARDS outperforms these projects on all key metrics, from gameplay to monetization to scalability.
Conclusions from the analysis
- Leaders are losing inertia: Hearthstone and Marvel SNAP are recording declines in engagement and interest, creating a window of opportunity for new formats.
- Yu-Gi-Oh! Master Duel demonstrates an ultra-efficient model in Asia, where depth and recognizability convert to high RpD and retention.
Opportunities for FFA CARDS
- A vacant niche between midcore and casual: most games are either oversimplified or overpowered. We offer a balanced solution.
- A focus on originality and universal style allows you to compete through experience rather than license.
- Unlike genres with dominant platforms, card strategy keeps the competitive landscape intact - creating a window for a strong product with a unique pitch and business model.
TopDeck Studio
Passion for games / Respect for players
Our development team is made up of experts in their field with a deep understanding of the industry.
Companies our team has worked for:
Funding and milestones
The creation of the innovative card game FFA CARDS will require raising:
- €240,000 - to start the studio and build Vertical Slice / Alpha Build.
- €380,000 - to ensure quality, stability and maintain the pace of development from Alpha to Beta / Early Access. At this stage we plan to recover the investment through the first waves of monetization and user engagement.
Planned budget allocation based on current team competencies and required development costs:
https://FFA.cards/