The dynamic duo of Shannon and his seven-year-old daughter, Calista bring you Robot Monster Hologram. We wanted to create a game that kids could play but had hidden depth that would keep adults engaged. The result was an an easy-to-learn but surprisingly strategic card game that is a cross between Uno™ and War with some Texas Holdem sprinkled in. Players take turns drawing and playing cards to win battles (and cards). Some special action cards allow players to steal cards, change their character, void other player's cards and more. Intensity increases, round after round, battles after battle, until the end when the player who has won the most, wins the game.
Creating the game was labor of love with a father and his daughter at the center. Combining the pure creativity of Calista and the logical ability to construct game mechanics from Shannon, it only takes a few minutes to learn but has surprising depth. It's a family-friendly game (7 and up) but not just a kids game. Subtle strategy, especially through the expansion deck, will keep the adults well engaged.
We loved creating the game but we need your help to make our game a reality. We can’t do it without YOU. Please help us make this game a reality.
- Shannon and Calista
How to play:
During Battle: Everyone plays one more "reinforcement" card just for themselves except for Holograms who play two.
Monsters count claws, Robots count lasers. Holograms count monster claws or lasers, whichever has fewer in the middle.
Add up your totals, the highest number wins. The battle winner takes all the cards in the middle and their reinforcement card and sets them aside. This is their point pile and counts toward winning the game. The battle losers keep their reinforcement card.
Cards usually have either Lasers or claws on them. They might also have some text on them. You do what the text says when you play them and you count the claws and lasers during batte.
Sometimes a card does extra stuff to make the game interesting. These are fun to play.
Sometimes a card forces another player to do something they don’t want to do. These are the MOST fun to play.
Why Robots Monsters and Holograms?
Robot-Monster-Hologram started on kid’s playground. One fine day, I was sitting on a park bench watching Calista run around, playing an invented game with a group of friends. One kid was 'the Monster' trying to catch the others. Just before being caught, however, the kids would declare something like “I’m a robot, your claws can’t pierce my metal” or some other spontaneously invented character to protect themselves. Then ‘the Monster’ would counter with something like “I’m a hologram, I go inside your computer and turn you off” or whatever. Their raw imagination and creativity inspired me. The idea that you could switch between characters at will to suit your needs, was a seed of a game planted in my mind.
A few days later Calista and I sat down and started brainstorming about how to turn the idea into something playable by anyone (no playground required). I was the chief game designer but I relied how on Calista’s untethered ideas. I did my best to stay loosely guided by her creativity and to incorporate every ridiculous concept she came up with. The robot was supposed to be a robot-fox with jet powered laser boots but I had to pare that down a bit for the final game. We even sketched out initial character designs upon which we would base our art...
Besides loosely guiding the creative process, Calista's interest was my litmus test. Each time I came up with a version of the game, we would play together. If Calista's eyes glazed over from confusion or boredom, I knew the game wasn’t ready. It had to be simple and fun for a 7-year-old but also had to engage and excite adults as well. I had the adult perspective covered, I needed her to be QA for the 7-year-olds.
After several obsession-filled weeks of little sleep, hand cutting cardstock and severe hand-cramps from tiny-writing, we finally had something. We decided to make the cards triangles because of the three different characters and...well...because it just looked cool. We also quickly learned that triangles are sharp (ouch). More rounding on the corners...
My next step was to play test it with a couple of my D&D game friends. (by the way, if you are lucky enough to have grown-adult friends who love playing D&D, hold on to them. It’s hard to find) I knew Jeremy and Gordon would give me great and actionable feedback on how to make our game better. Boy did they…
This is where Six-Cards-to-battle came from. Why six? Because, according to Jeremy, “It just feels right”. Good enough reason for me.
So the game was complete, playtested, tinkered with and perfected. The first time Calista said “Again Daddy, again”, after a game, I knew it was ready.
Please help us build this game. It’s not something we can do without you. We decided on Kickstarter over other routes based on this community’s record for awesomeness.
- Shannon and Calista
Risks and challenges
The biggest challenge is printing a triangular shaped card game because there aren’t any on the market. So there are no printers or producers that have the proper shape, etc. The major up-front costs are getting that triangle die set up and then printing this odd-shape. Still not a significant challenge unless our campaign explodes. Without the ability to partner with any other standard-shape/size card maker (sorry, rectangle cards just don’t work with this game), then our backlog and wait times could get excessive. Then you have that super annoying Kickstarter project where you wait years for your reward (I am still waiting on a hand-stitched leather wallet from four years ago…) Our plan in the event this happens is to spin up several suppliers at once. We have our die cut plans and print files out to several suppliers with quotes back just for that purpose. It’s a good problem to have that could cost us some sleep (in which case, we’ll switch to our robot character which requires little sleep). The one thing we are not doing is offering any sort of reward-tier not related to the game. That just causes distraction from producing the game and getting it to you as soon as possible. We are keeping it simple with higher tiers just better versions of the game for a prettier package and a game that is more fun. At the end of the (campaign) day it’s about you supporting us and us getting a fun game in your hands.Learn about accountability on Kickstarter
- (30 days)