What Is It?
Instagram, Twitter, Facebook, Snapchat... You know your friends through the photos, videos, and messages they post, liking and favoriting them every day. But how well do you know them, really?
You Think You Know Me is a conversational card game for 2-10 players that playfully tests how well you know your friends, family, partners, or coworkers — helping you learn more about what they love and who they are.
Each box holds 500 cards, each with a unique prompt about the likes, dislikes, beliefs, and experiences of each player.
You Think You Know Me is my first card game! I started playtesting the idea with a handwritten paper prototype, and refined it into a professionally-printed production-ready prototype over the past few months, playing it in all kinds of settings with all kinds of people.
The prototype's been played on first dates and at big parties, in packed bars and quiet rooms, one-on-one and in big groups, and it always seems to lead to fun and surprising stories about everyone's lives.
How Do I Play?
Each player is dealt a hand of seven cards, and play starts with the person whose birthday is closest.
Players take turns choosing a card from their hand, and picking any other player to read it to, guessing how they would answer. If they guessed correctly, they discard the card. If they were wrong, they discard and draw a new card.
The first player to lose all their cards — and know everyone they're playing with best — wins the game!
Variant - Reverse Play: All players start empty-handed, drawing cards from the box with each turn, and reading the card to the group — changing each card to a "You know..." statement. Every other player answers how they think the cardholder would finish the statement. The first person to answer correctly, or the player with the best answer, keeps the card. First player to get seven cards wins!
Variant - No Rules: Don't like gameplay rules? You Think You Know Me is a great icebreaker and conversation starter. Bring a handful of cards to brunch, the bar, or on a date to start a conversation, or use them alone for writing prompts. Play anywhere, any time — play can be quiet intimacy or noisy fun, depending on your current company and location.
Who Can Play?
My prototype's gotten a lot of wear, played by people of all types and ages.
Officially, You Think You Know Me is for ages 13 and up, but none of the cards are inappropriate for kids. My 13-year-old son is one of the most active playtesters, and my youngest nephew, age 10, is one of the game's biggest fans. Some of the cards just might need some more life experience to answer.
While I'm lucky that my son is a communicative teenager, I know that can change and this game keeps us talking to each other in silly, interesting, and heartfelt ways. As he grows into his unique self, this is invaluable to me.
Who Am I?
I'm Ami Baio! My favorite dessert is cake. If I could be any animal for a day, I'd be a dolphin. I prefer sushi over ramen, window over aisle seats, vampires over werewolves. I haven't seen the Grand Canyon. I love tattoos, spending time alone, and I don't know how to fold a paper airplane. I don't believe time heals all wounds, I like giving people books, and I think diamonds are stupid. (This bio was written by drawing random You Think You Know Me cards.)
You might know my husband, Andy, who cofounded XOXO and helped get Kickstarter off the ground. He helped with the design of the cards and packaging, and maybe even wrote some of this project description because he's so smart and handsome.
I've written over 1,000 cards for this project so far, and each one was inspired by the friends, family, and other awesome people I follow online. Thank you.
Special thanks to Herbivore Clothing Company for the product photography, Chris Higgins for the project video, and my brother, Todd McHatton, for the soundtrack. And thank you to everyone who playtested and promoted the project!
Risks and challenges
This is my first Kickstarter project, and my first card game. There are definitely things I don't know, so I've tried to limit any risks by making a complete prototype, and partnering with people who really know what they're doing for production and shipping/fulfillment.
My prototype is a near complete version of the final game — 500 full color cards and printed box created with Print & Play Games, a subsidiary of AdMagic, the company behind enormously popular card game projects like Exploding Kittens and Cards Against Humanity. For the final version, I've worked with AdMagic on the pricing and printing, and all the costs and production times were calculated by them based on my prototype.
For shipping and fulfillment, I'm working with my friends at Buy Olympia, a Portland-based retailer that's helped indie artists sell their work since 1999. They've worked with me to make sure the shipping and packaging costs are accurate for domestic and international shipping. I'll be handling packing, and they'll be receiving the shipment from AdMagic and handling outgoing postage, mailing, and returns.
I've budgeted for Kickstarter fees, credit card fees, tax liability, and failed transactions in my minimum goal, with the goal of producing 1,000 copies, AdMagic's minimum production order.Learn about accountability on Kickstarter
- (21 days)