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A telepathic party game from the creators of The Mind and Monikers.
A telepathic party game from the creators of The Mind and Monikers. COMING DECEMBER 2019
8,674 backers pledged $324,355 to help bring this project to life.
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Wavelength is a social guessing game where two teams compete to read each other's minds. It’s a thrilling experience of TALKING and THINKING and HIGH FIVING that anyone can play—but it also has some of that deep word game sorcery, like Codenames, where your decisions feel tense, strategic, meaningful. 

Wavelength is designed by Wolfgang Warsch, Alex Hague, and Justin Vickers. Wolfgang is the creator behind The Mind and won the Kennerspiel des Jahres award in 2018—basically the most prestigious award in tabletop games. Alex and Justin make Monikers, which the New York Times called “the perfect party game.”

The game’s stunning art is by Nan Na Hvass & Sofie Hannibal of Hvass&Hannibal.

Like the best party games, Wavelength is deceptively simple. 

Each round, one team rotates a 3D dial to where they think a hidden bullseye is located on a spectrum:

Bullseye = those 3 colored wedges
Bullseye = those 3 colored wedges

The spectrum is completely hidden by a plastic screen, BUT one player on your team—the Psychic—knows exactly where the bullseye is. Their job is to get your team to guess the location by: 

1. Drawing a card with a pair of words that represent two ends of a spectrum, like

2. Giving a clue that is *conceptually* where the bullseye is located between those two binaries

So if the card this round is “Hot - Cold,” the Psychic needs to give a clue ON THE SPECTRUM between extremely hot on the far left side to extremely cold on the far right side. And so in the example above they might give a clue like "coffee."

After the Psychic gives their clue, this when the real game begins: your team discusses where they think the bullseye is located and turns the dial to that location on the spectrum.  This is when your team has a chance to think out loud, debate, and ponder extremely dumb questions—all while the other team tries to poison your brain with bad suggestions.  

After your team “locks in” their answer, the Psychic DRAMATICALLY REVEALS the bullseye. The closer to the center you guessed, the more points your team scores!

Oh, and the opposing team ALSO gets a chance for points: before the reveal, they quickly discuss and guess whether the bullseye is to the left or right of your team's dial position and get 1 point if they're right!

It’s smart and funny and endlessly social. 

Wavelength comes with 168 different spectrums, which combine with the randomized bullseye position in an infinite number of weird and challenging and interesting combinations.

Here’s the best thing about Wavelength: when your team guesses exactly right, it feels like you all just performed an impossible magic trick together. Success feels AWESOME and unlike any game we’ve ever played.

Everyone screams and high fives. Other people in the room look over to see what just happened. People hug, sometimes. It’s wild.

Wavelength’s theme may be telepathy, but it’s secretly all about empathy. To win, your team will have to figure out how each of you thinks about the world. And talking through that will lead to some of the most oddly profound discussions like:

  • How ugly is a baby kangaroo?
  • Is stealing from orphans forgivable?
  • Does cotton smell good?
  • How hairy is David Hasselhoff?
  • Is pizza a sandwich?

Wavelength is the game we’ve been wanting to make for YEARS: an experience right in the middle between a think-y word game and a ridiculous party game.

The secret ingredient is that there are NO NUMBERS in the game at all. So instead of rationally debating between an 8 or 9 on a scale of 1-10, you have just this completely unquantifiable feeling of going with your gut. 

But Wavelength isn’t some loosey goosey opinion game: there’s an ironclad logic behind a great clue that feels exhilarating when your team gets a perfect bullseye.

  •   “The Device”: This is the main interactive element of the game. It's a fully assembled component that includes a 7.5" rotating wheel with scalloped edges for turning, the 2.5" diameter plastic dial, plastic screen w/handle for easy reveal, and front and back cardboard panels.
  •  84 spectrum cards: Double sided for 168 spectrums, linen finish.
  •  3 Scoring tokens: Cute little cardboard heads!
  •  Custom plastic tray: With space for expansions, debossed text for scoring.
  •  Rulebook: It's a rulebook.

One of the really unique things about Wavelength is that it's played entirely IN THE BOX. The cards, dial, and score tracker all slot into the box’s tray, and you just…pass it around. So you never have to worry about losing components at a bar or under your friend’s table. 

There’s NOTHING TO SORT and NOTHING TO BAG. Which makes Wavelength a breeze to set up and take down. It literally takes less than 30 seconds to get a game ready

There’s one more thing that makes Wavelength so special: it’s TACTILE. 

You have this big, juicy 3D plastic dial that feels incredible in your hand. It gives such a satisfying feeling of precise control rather than just guessing numbers.  

One of our MANY working prototypes, developed by the brilliant Sarah Pavis
One of our MANY working prototypes, developed by the brilliant Sarah Pavis

You’ll want to turn it for the sake of turning it.

And to randomize the bullseye's location each round, instead of having to fiddle with cards every time, we've designed a game show worthy rotating wheel that the Psychic gets to turn each round before giving their clue:

The result is a game that's intuitive and playable for non-gamers and yet still feels fresh to us jaded tabletop veterans after hundreds of plays (yes, we’re obsessed). And because of the near-infinite combinations of bullseye positions and spectrum cards, you’ll want to switch up teams and play again and again and again. 

We can’t wait to get it to you.

Risks and challenges

This will be our 6th kickstarter, and we're really proud that we've delivered a solid final product every time.

And for Wavelength, we've never prototyped or tested a game this much before. We spent countless hours over the past year on the rules, card set, and physical design.

In terms of manufacturing, this is the most complex game we've ever made, so we've also put a ton of time into making sure we can get it from idea to execution. Fortunately, we're working with Panda, who manufactures hyper complex games like Scythe. So we're in very good hands there with their engineers and logistical wizards. We've also built in a lot of cushion into our delivery estimate of October, just in case we have an even longer prototyping process.

For fulfillment, we're working with Blackbox, who we've used to ship thousands of copies of Monikers to backers around the world.

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