Cards and packs
Recognition people actually collect.
Points turn into noise within a fortnight. A card has a name, a rarity and a line saying what it was for, and there is always one you have not got yet.
What we ship
Four decks, 280 cards, in the box
Three of the four are not about writing software at all. There is a set for teams who sell things and one for consultancies, because most of a company does not live in a repository.
| Deck | Size | For |
|---|---|---|
| Work: Everyday | 100 cards | The one every org starts with. Meetings, inboxes, ledgers and the occasional green build. |
| Work: Software | 60 cards | For teams who ship a product: engineering, design, release and the on-call rota. |
| Work: Ecommerce | 60 cards | For teams who sell things: stock, checkout, couriers, returns and the week before Christmas. |
| Work: Services | 60 cards | For consultancies and agencies: scope, utilization, handovers and the client who says yes. |
All four are original and owned outright, with no franchise, no scraped art, and no flavor text lifted from anywhere. That is deliberate: the shipped default is the one pack we could not remove if a rightsholder ever objected, so it carries no rights question at all.
The headline feature
Make the cards your team would actually want.
The best reward is the one with your mascot on it, named after the thing your team says every Friday. Build that deck in a spreadsheet and it is live the same afternoon.
- Your art, your mascots, your values, your running jokes
- Name the rarities whatever you call them, such as sparkly, cursed or legendary
- Put anything on a card: an office, a region, a founding year, a photo
- Fix a typo and re-upload; nobody loses the card they earned
- You confirm you have the rights, and we take one down if anyone objects
A spreadsheet with a list of names is enough to start. Everything else is optional.
When you get it wrong
Nothing you upload gets thrown away.
Invent a rarity we have never heard of and the card still lands, waiting for you to say how rare it is. A typo never costs you the afternoon or a second upload.
We match the obvious rarities for you and leave the rest alone rather than guessing.
How a pull works
Why people keep checking
- 01
You do the work
Ship something, review something, close something. You decide which of those is worth a card and how often it pays out.
- 02
You might get lucky
A card is a chance, not a wage. Guaranteed rewards get farmed; a draw stays interesting, and a legendary is still an event a year later.
- 03
It waits for you
Unopened cards stack up, so a good week is still there on Monday and nothing you earned quietly disappears.
- 04
The gap does the rest
What keeps people coming back is not the card they have. It is the one missing from the row next to it.
The binder
It is the empty slot that brings people back.
A collection is not motivating because of what is in it. Seventeen of twenty-four is a more interesting number than twenty-four of twenty-four, and everybody who has ever collected anything already knows why.
Which is also why a card is a chance rather than a wage. A guaranteed reward per unit of work is a piece-rate, and people respond to piece-rates by producing more, smaller units.
Where cards come from
Three places cards can come from
The Work decks
Four sets, 280 cards, ready the moment you sign up. Enough to run on for months before you make your own, and the first merged pull request earns one rather than an error.
Your own
A spreadsheet becomes a pack. This is what people stay for: a collection that could only belong to your company.
A public catalogue
An openly licensed trading-card database, 217 sets deep, if what you want is a very long chase rather than a bespoke one.
Put your own cards in your team’s hands.
Free for your first 50 people. No card, no sales call.