252 card deck. Tons of combinations. Part strategy, part art project.

“Patrol is a creative and competitive card game that combines coloring with combat. Build a team of soldiers, choose your colors wisely, and outsmart your opponent in a fast-paced game of tactical patrols and power combos.”
90-card deck, color-coded by ability
Play, color, level up
Great for solo or 2-player matches
What Is Patrol: A Coloring Card Game?
Tactical Coloring
Patrol blends strategy and creativity — your deck becomes stronger as you color it. Each card gains its power from the color you choose, making every deck unique by design.
Fair by Design
No boosters. No rares. No pay-to-win.
Every deck includes the same 90 cards — leveling the playing field and focusing gameplay on tactics, not spending.
Strategic Simplicity
Inspired by games like Stratego and MTG, Patrol uses hidden units, limited hands, and simple commands to create deeply tactical choices with just a few cards in play.

Optional Coloring
You don’t have to color.
Use sleeves, sticky notes, or just fill in the ability bubble — as long as its clear.
Coloring enhances, not restricts.

Award-Winning Indie
Created by Adam Hinxman / Adamtheimpaler, Patrol won Most Innovative Game at the CT Festival of Indie Games 2018 and is proudly printed in Middleboro, MA on 330gsm Black Core paper.

Collectible Without Rarity
Expansions like Alluring Allies add new characters, card names, and artwork — not new mechanics.
It’s collectibility through flavor and expression, not imbalance.
The Power oF Color
In Patrol: A Coloring Card Game, every blank card is a strategic decision waiting to be made.
Instead of building a deck before the game, you draft your patrol by coloring it. Each soldier’s stats are fixed — but their abilities come from the colors you apply.
How It Works
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Each card has a blank Ability Bubble.
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You choose one color to assign when coloring that soldier.
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The color you choose determines the special ability it gains.
Red – Range Ability
Cards with this ability can attack units in other patrols.
✏️ Write Range in the ability bubble.
Pink – Damage Ability
Adds +1 Attack to the base.
✏️ Write +1 ATK in the ability bubble.
Purple – Power Ability
+2 ATK at the cost of revealing the card.
✏️ Write Power in the ability bubble.
Magenta – Wisdom Ability
Reveal to give a patrolmate a temporary level.
✏️ Write Wisdom in the ability bubble.
White – Shield Ability
Blocks the first incoming enemy action if face down.
✏️ Write Shield in the ability bubble.
Grey – Golem Ability
+2 Health, −1 Attack.
✏️ Add +2 HP and subtract −1 ATK, write Golem in the ability bubble.
Green – Health Ability
Gain extra health power.
✏️ Add +1 to base health
and write +1 HP in the ability bubble.
Lime – Poison Ability
Reveal to place a poison counter on an enemy unit.
The poisoned unit dies at the end of the round.
✏️ Write Poison in the ability bubble.
Blue – Mobility Ability
May change patrols instead of attacking.
✏️ Write Mobility in the ability bubble.
Teal – Sneak Ability
When attacking, deals damage first. If the enemy dies, this card takes no damage.
✏️ Write Sneak in the ability bubble.
Yellow – Hide Ability
Can turn facedown instead of attacking.
✏️ Write Hide in the ability bubble.
Orange – Counter Ability
Reveal to cancel an enemy spell.
✏️ Write Counter in the ability bubble.
The Lore of Patrol
A War Without Warning
Unbeknownst to humanity, a Galactic War rages on. Entire species are abducted, frozen, and deployed to faraway battlefields with no explanation. Earth’s teenagers—taken from different cultures, time periods, and realities—awaken five at a time in alien bases. Their only instruction?
“Suit up. Go on Patrol or die!!”
Vesper Energy Suits: Weapons of Identity
Each soldier is equipped with a Vesper Suit — a sentient combat harness psychically linked to the wearer. These suits respond not just to movement, but to emotion, memory, and instinct.
Their abilities manifest in vivid energy colors, each representing a unique fighting style or mentality.
The suit becomes an extension of the self. The more a soldier fights, the more their suit reflects who they are — or who they’re becoming.

Punk Rogue
A time-lost punk rocker abducted mid-withdrawal. His emotional volatility manifests as Lime Poison, a toxic suit that reflects his decay. His survival is short, chaotic, and tragic — setting the tone for the world of Patrol.
Peter & Gabriel
Twins frozen in separate pods, awoken at different times. The stories oddly mirror each other, each wielding a sledgehammer and fighting for survival while longing for reunion.
The Comrade
A Cold War Soviet agent who believes he’s been captured by Americans—until the monsters show up. He speaks no English, trusts no one, and fights with brutal efficiency.



The Rulebook

