Every card is a mission. Every mission makes a hero.

2166 cards. 18 characters. One rule that changes everything: the rarest card never beats the fairest player.

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What are Squad Cards

A trading card game, with a job to do

Squad Cards are a Trading Card Game (TCG) for children aged four to eleven, the same kind of collect-and-duel game as Pokémon or Match Attax. Every card carries a character, a real thing worth learning, and a QR code that unlocks a mission in the Squad app. Collect them. Trade them in the playground. Duel your friends. Scan them to unlock the story.

Blue wrench crossed with a yellow gear icon representing settings or tools.

Collect

2166 cards in the standard set, across 18 characters and four rarity levels, with the Chaser tier above them all. The chase is real, the odds are printed, and nothing is hidden.

Blue magnifying glass icon with a plus sign, representing zoom in or search function.

Play

A duelling game any child can learn in six steps, with a signature move no other card game has. Bring one card or bring thirty. It does not matter who owns more.

Blue shield emblem with a yellow checkmark inside.

Scan

Every card opens a mission in the app once it is launched. Bios, mini-missions, story chapters, voice lines and filters. The card is the key.

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Meet the 18

Eighteen characters. Twenty-one reasons to collect

Every character earned their rank through real failure. Sgt. Rose lost her dignity before she became its champion. Pvt. Bodger is still the Squad's loveable safety disaster. Lobster Bob got humbled by the world before he started teaching it. Their cards carry those stories.

  • Small red spark or star icon with sparkling effects on a transparent background.

    17 Squad characters, 80+ cards each.

  • Small pink six-pointed star bullet icon.

    Lobster Bob, with 528 Scenic Tours cards.

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    And the fleet: La Mula LAM-001-VE, Nellie PZ 1953 N and El Cóndor YV-528.

Meet the whole squad
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How it works

Three loops. One system.

The three loops feed each other. Trading spreads the cards. The duel makes them worth owning. The scan turns them into habits. A child who only collects is learning names. A child who does all three is doing missions without even noticing.

01

The Playground Loop

Buy a pack. Open it. Find a Legendary. Trade your spares with your friends at breaktime.

The card that leaves your hand is still a card. Nothing is used up.

02

The Duel Loop

Two children, two cards, one number called out loud. Highest wins.

That is the whole game, and it works whether you own five cards or five hundred.

03

The Mission Loop

Scan the code. The character gives you a real mission that takes two to fifteen minutes.

Do it for real. Come back and tell them.

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What are Squad Cards

Read a card in five seconds

Four pillars on the front. On the back, a QR code. Point a phone at it and the character's mission opens in the app.

Squad card

The four pillars

Every Squad character scores from 1 to 100 on Education, Health, Hygiene and Safety. Their strongest pillar is their job. Nurse Nicky's Health is 99, the best in the game, because she is the medic.

17 guides, 80+ cards each

Every Squad member carries 80+ cards, from Uncle Jamie down to Pvt. Bodger, and every one is numbered in the set. Their scores never change from card to card. What changes is the mission, and the mission is always the child's to do.

The teachable thing

Every card carries one real thing worth knowing. How to brush teeth properly. Road safety rules. What to do when fireworks come out. Not a fact to memorise for a test, but a thing a child can actually go and do. The character carries the card. The doing belongs to the child.

The passport stamp

At the foot of the card, one stamp carries two numbers. The Mission Score is how much that mission mattered, and you can play it. The Tour Number is the journey count, pure adventure, and it only ever settles a tie.

On the back, a QR code

Turn the card over and the back is Scrubbing Squad navy. Point a phone at the QR code and the character's mission opens in the app. The front is for playing. The back is the key to the digital world.

Lobster Bob

Three Tracks and a Passport

Lobster Bob and his three vehicles are not in the Squad, so they carry no pillars. They score from 1 to 100 on three Tracks: Land, Sea and Air. La Mula (LAM-001-VE) on the Land. Nellie (PZ 1953 N) on the Sea. El Cóndor (YV-528) on the Air. The fourth number is the Passport, and you can play it.

The journey worth knowing

Every Scenic Tours card carries a real journey: the Great Barrier Reef, the Amazon Rainforest, the Northern Lights. Lobster Bob is the guide who travels the world and takes you on the journey. Not a fact to memorise. A place to wonder at.

The one deliberate exception

Scenic Tours cards are the one deliberate exception in the whole set. Same frame, same six slots, so any card can duel any other. Different stats, because Lobster Bob does a different job. That is what makes a cross-type duel interesting: your Safety against his Sea Track, or meet on the Mission Score, the fair, neutral ground.

The passport stamp

Same stamp, same place as on every Squad card. The Mission Score is how much that journey mattered, and you can play it. The Tour Number is exactly what it says on a Scenic Tours card: the count of the journey itself, and it only ever settles a tie.

On the back, a QR code

Turn the card over and the back is Lobster Bob orange, one of only two backs in the whole set. Point a phone at the QR code and the journey opens in the app. The front is for playing. The back is the key to the digital world.

Rarity and the chase

Five ways to find a card. The rarest never wins

Five ways to find a card. Four you pull from packs, plus the Chaser, the special chase card with the most beautiful finish in the whole range. Every five-card pack guarantees at least one card better than Common, and we print the odds because we are not hiding them.

2 in 3

Common

Plain solid background

Bio and one mini-mission

1 in 5

Rare

Honeycombe background

Bio, three mini-missions, a story chapter

1 in 10

Epic

Striped background with foil shield

Bio, five mini-missions, a voice line, a filter

1 in 20

Legendary

Foil background and hologram shield and character

Full origin story, eight missions, exclusive filter, avatar

Around 1-100

Chaser

The rarest finish of all, a full rainbow foil.

The full unlock, plus the reserved top score in the game

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Rules of play

Learn it in a minute

01

Each player picks one card and holds it up.

02

The caller picks one stat and says it out loud, like Hygiene, 87.

03

If both cards are the same kind, the other player reads the same stat.

04

If one is a Squad card and one is a Lobster Bob card, the other reads the stat in the same spot. Slot 5, the Mission Score, is on every card and is the fairest to call.

05

Highest number wins. A tie? Check the Mission Score, higher wins. Still tied? Highest Tour Number wins.

06

Play ten duels. Most wins is the champion. Everyone keeps their own cards.

This is what no other card game does. When a Squad card meets a Lobster Bob card, the stats have different names.

Education is not Land Track. So we do not match by name. We match by position.

The caller names slot 1, Education, value 84. The opponent does not look for Education. They read whatever sits in slot 1 on their Lobster Bob card, the Land Track, say value 71. Compare the two numbers. 84 beats 71. The Squad player wins.

Call slot 5 instead, the Mission Score, and you are on fair, neutral ground, because it means the same thing on every card. Same two cards, different choice, different outcome. That is the skill.

Settings

Download the full Rules of Play

Full rules and everything, in one place
Download Full Rules
The Fairness Rule

The rarest card never beats the fairest player

We researched the criticism aimed at Pokémon and the rest. Rarer cards win more. Bigger spenders win more. Parents and researchers call it gambling-adjacent, and they are right. We designed it out.

The Rule: Rarity never changes a score

What it means: A Common and a Legendary are played the same way, with the same numbers.

Your child's Legendary is more beautiful. It is not stronger.

The Rule: Collection size never decides a game

What it means: You play a set number of cards.

A child with five competes with a child with five hundred.

The Rule: A free pack can beat fifty pounds of cards.

What it means: Skill, choice and a little luck decide the game.

Never spending.

The Rule: No Disability Tax

What it means: Accessibility is never behind a paywall.

Not one feature, not one card, not ever.

The Rule: The Poverty Lock

What it means: Ten per cent of every print run goes to families through schools, food banks and community groups.

The cards inside are identical to the ones in the shop. No child is ever singled out.

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TRADING

The playground is the point

Squad Cards are built to be traded hand to hand, with no app, no account and no adult in the way. Scanning a card never uses it up. A traded card still works for the child who receives it, and the child who gave it away keeps everything they unlocked.

Every trade is a conversation, and every conversation is how another family finds out we exist.

Visit The Trading Post
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Scan to unlock

The card is the key

Every card carries a unique code. Point a phone at it and the character's mission opens in the Squad app when its launched*. No app yet? The code opens a page showing the character, their stats and what the card unlocks, so the card works from the moment it leaves the pack.

Every scan is free, for every child, forever. A Squad subscription adds more missions, and deeper ones, on every card. It never takes a mission away from a free scan, and it never changes a number in a duel.

*app launch due 2027.

  • Small red spark or star icon with sparkling effects on a transparent background.

    Point the camera at the card.

  • Small pink six-pointed star bullet icon.

    The card joins your child's digital collection.

  • Small pink sparkle or star icon with four points and a smaller center highlight.

    The character sets a mini-mission: two to fifteen minutes, done for real, no gadgets needed.

  • Small pink sparkle or star icon with four points and a smaller center highlight.

    Your child taps Mission Complete and earns Mission Points, which live only in the card collection and never touch their real routine record.

Young girl in green coat reaching out to catch a floating bubble outdoors.
Young girl in green coat reaching out to catch a floating bubble outdoors.
COMING TO THE APP

Soon, every card lives online too

When the Squad app launches*, the cards do more. This part is in build and not ready yet, and the cards work brilliantly on their own until it lands. When it does, the Mission Trading Post is where the cards come alive online.

  • Small red spark or star icon with sparkling effects on a transparent background.

    Do the missions in the app: scan a card and complete its real-world mission, tracked for you.

  • Small pink six-pointed star bullet icon.

    Keep every card digitally: your whole collection lives in the Trading Post, even the cards you have traded away in the playground.

  • Small pink sparkle or star icon with four points and a smaller center highlight.

    Collect, play and trade online: find cards, play their missions, and keep your Hall of Fame up to date.

Settings
App Build Update: The app is in build, not live yet. The physical cards are complete on their own today. The app is the next chapter, not a thing you wait for - app due to be launched in 2027.
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The Trading Post Show

Every card has a story. Twice a week, we tell one

The Trading Post is the Squad's card show. Every Tuesday and Thursday, six minutes, one card: how to collect it, how to play it, how to trade it, and the mission it unlocks. The show arrives before the cards do, so your child walks into the playground already knowing how to win.

Listen to the Trading Post
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The hero wall

The Squad is already growing

Thousands of founding families have joined the waitlist.
Here is what they are saying, and why they want their child in the first pack.

Finally, cards I do not have to worry about. My son does not need to spend to keep up.

The Cavanah - Founding family

The idea that a free pack can beat an expensive one is the reason we signed up.”

The Seaton - Founding family

My daughter already knows three characters from the podcast. She has not even held a card yet

The Craven - Founding family

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Every collection needs a home base

A collection is a thing to look after, and the range grows with the child. A pocket holder for the playground. A folder for the whole set. A home tin that is the collector's base camp. Every folder and tin comes in three covers to collect: Combined branding, Scrubbing Squad, and Lobster Bob's Scenic Tours.

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Squad Plastic Strap
Squad Card Storage Folder

The standard keepsake. Plastic storage folder with woven elastic strap, acid-free sleeves that protect every card.

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Lobster Bob Woven Zip
Squad Card Storage Folder

The tough one. Water-resistant woven fabric, zip shut, built for a school bag, acid-free sleeves that protect every card.

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Pocket Card Holder

The playground carry. Slim enough for a pocket, holds a duelling hand, acid-free sleeves that protect every card.

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Scrubbing Squad Card
Storage Tin

Electrolytic tinplate steel (ETP) with integrated fixed tinplate divider panels with Scrubbing Squad logo.

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Scrubbing Squad & Lobster Bob Card Storage Tin

Electrolytic tinplate steel (ETP) with integrated fixed tinplate divider panels with Scrubbing Squad and Lobster Bob dual logos.

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Lobster Bob Pocket Size Portable Collectors Card Storage Tin

Portable electrolytic tinplate steel (ETP), with a protective anti scuff matt varnish to protect your squad cards,

FAQ

01

What are Squad Cards?

Collectible trading cards for children aged four to eleven. Collect them, trade them, duel with them, and scan them to unlock missions in the Squad app.

02

Do I need anything else to use them?

No. Squad Cards are completely standalone. No other Squad product, no subscription, no gadgets. A pack and a phone camera is the whole thing

03

What age are they for?

Four to eleven. The Quick Start is six steps a five-year-old can follow. The deeper rules are there for the older ones who want them.

04

How many cards are there?

2166 across 18 characters. 180 at launch, then 180 more every month.

01

Do rare cards win more?

No. Never. Rarity changes how a card looks and how much digital content it unlocks. It never changes a single number you play with.

02

Is this gambling for children?

No, and we designed against it deliberately. The odds are printed. Nothing is hidden. Spending more never makes a child better at the game.

03

What if my child only has a few cards?

They can still win. The main way to play uses one card each, so the size of a collection does not matter.

04

What is the Poverty Lock?

Ten per cent of every print run goes to families through schools, food banks and community groups. The cards inside are identical to the ones in the shop, so no child is ever marked out.

05

Can schools use them?

Yes. The Squad Play Kit is built for it: a fixed set of cards, shared out, so no child needs to own anything.

01

Does scanning use the card up ?

No. Scanning never spends a card. Trade it and it works for the next child.

02

Do I need a subscription?

No. Every card scans and plays free, forever. A Squad subscription adds more and deeper digital missions on every card. It never changes a number in a duel.

03

Do the cards track my child?

No third-party data, ever. Mission Points live only in the card collection and never touch your child's routine record.

04

is the app ready?

Not yet. The app, and the Mission Trading Post inside it, is in build. The physical cards are complete and work brilliantly on their own today. The app is the next chapter that adds digital missions and a home for the collection.

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Waitlist

Be first in the playground

Squad Cards launch with 186 cards, and then 180 more every month. Join the trading card waitlist for first access to the launch packs, the founding collector's folder, and the first beliver cards that never come back.