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






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.
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.

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.

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.





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.

17 Squad characters, 80+ cards each.

Lobster Bob, with 528 Scenic Tours cards.

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


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.
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.

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.

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.






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.

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.
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.
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.
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.
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 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.
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.
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.
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.
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.
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.

Plain solid background
Bio and one mini-mission

Honeycombe background
Bio, three mini-missions, a story chapter

Striped background with foil shield
Bio, five mini-missions, a voice line, a filter

Foil background and hologram shield and character
Full origin story, eight missions, exclusive filter, avatar

The rarest finish of all, a full rainbow foil.
The full unlock, plus the reserved top score in the game


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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.
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.




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.
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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.

Point the camera at the card.

The card joins your child's digital collection.

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

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


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.

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

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

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



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.



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


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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.

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

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

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

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

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

Portable electrolytic tinplate steel (ETP), with a protective anti scuff matt varnish to protect your 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.
No. Squad Cards are completely standalone. No other Squad product, no subscription, no gadgets. A pack and a phone camera is the whole thing
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.
2166 across 18 characters. 180 at launch, then 180 more every month.
No. Never. Rarity changes how a card looks and how much digital content it unlocks. It never changes a single number you play with.
No, and we designed against it deliberately. The odds are printed. Nothing is hidden. Spending more never makes a child better at the game.
They can still win. The main way to play uses one card each, so the size of a collection does not matter.
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.
Yes. The Squad Play Kit is built for it: a fixed set of cards, shared out, so no child needs to own anything.
No. Scanning never spends a card. Trade it and it works for the next child.
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.
No third-party data, ever. Mission Points live only in the card collection and never touch your child's routine record.
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.



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.

