- It’s probably the most fun you can have with a product that fits in your pocket.
- Competition: as friendly, as deceitful, or as cunning as you want to make it. Countless Games: Strength Stack 52 has 52 exercise cards, the same number of cards as a standard deck. FACT: A standard deck has 80,658,175,170,943,878,571,660,636,856,403,766,975, 289,505,440,883,277,824,000,000,000,000 possible variations. That’s a lot of workout combinations! If you were to randomly shuffle this deck of cards, here is how long it would take to go through every possible variation of cards: If every star in our galaxy had a trillion planets, each with a trillion people living on them, and each of these people has a trillion packs of cards and somehow they manage to make unique shuffles 1,000 times per second, and they'd been doing that since the Big Bang, they'd only just now be starting to repeat shuffles….MIND…BLOWN!
- Real life benefits: No more lazy TV nights with the family or being bored during work lunch breaks. Grab a deck, deal 10 cards and burn some calories baby.
- For beginner to advanced fitness enthusiasts: You’ll get a fun and challenging workout if you've been going to the gym for 20 years, or just driving by a gym for 20 years.
- Ultra portable: I mean really, how many people can say they can carry a bazillion workout combinations in their pocket.
- Absolutely zero equipment is needed. I mean zero, no chin up bars, no towels, no stairs, no chairs. All you need is two arms, two legs and a competitive attitude.
Each card has the following features:
- Color coded by muscles group. So all yellow cards are leg exercises and orange cards are arm exercises.
- Suited (for playing games) and numbered from 1 to 51. The numbering system is used for playing games and also categorizes the cards in order of difficulty (1 being the easiest)
- An exercise silhouette of the exercise being performed, a description of how to perform the exercise and a suggested number of repetitions of each exercise
- A skill level classification (B= Beginner, I= Intermediate, and A=Advanced)
- A bit.ly short link is provided on the card so you can watch a video of the exercise on the card by simply typing in a short address into the URL of any browser.
- A scannable QR code. When scanned with any QR code Smartphone app on the Android or Apple platform (i.e. i-nigma is a free option), a video will display showing the exercise being performed.
With Strength Stack 52, you can play games by yourself or with a group of people. Games take anywhere from 5 minutes to over an hour to play, depending on which game you play. Games can vary from solitaire style warm up games that last only a few minutes, to multiplayer intense workouts that last long enough for you to be very sore the next day. You are limited only by your imagination. Discover games created by other players or invent your own. Some titles of existing games are:
War | Fit Poker | Slap Me With a Frozen Squirrel | Life in the Fast Lane | Kevbo’s Left Foot | The Peppercorn Greyhound | The Limbo Bimbo | Memoroids (Memory on Steroids) | 5 Card Monte | And more…
Strength Stack 52 – Contains 51, suited, numbered (1-51) and color coded bodyweight exercise playing cards and a wild card.
Expansion Pack – Contains 51 additional, suited, numbered (52-102) and color coded bodyweight exercise playing cards and a wild card.
Insane Pack – 12 of the hardest bodyweight exercises known to mankind numbered (103-114). Ever try a Single Leg Tuck Jump Burpee? Coming up with the name “Insane Pack” was the easy part, doing the exercises is well….insane.
------------------------Examples of a few games-----------------------------------
Players: 2-6 Goal: To deal the highest card.
Instruction: Deal entire deck evenly among all players. Each player throws their top card in the center of all players. The player who threw the highest card wins, all losing players must perform the exercises on the cards that were thrown.
Wild card: Trumps all cards
***THE COWORKER DROP***
Players: 2-6 Goal: The player who has the most cards at the end of the day loses, the player with the least wins.
Instruction: This game works best when each play has their own deck. If each player doesn’t have their own deck, divide the deck equally among all players. This game is played throughout a 24 hour period. It is best played with co-workers who see each other many times in one day.
Once the deck is divided equally, each player comes to an agreement as to how often they can “drop” an opponent. Create a verbal or body action that can cause a player to be dropped. An example of a verbal cue would be every time one of the players says the name of a Microsoft product like Excel or Word, or says a word that starts with the letter L. An example of a body cue would be every time a player scratches their head.
When a verbal or body cue is triggered, a player can drop the player who triggered the cue by throwing a random card down. The player doing the dropping must have the cards on their person in order to do the drop. The drop must occur within 5 seconds. In other words a player cannot trigger a cue to be dropped and then be reminded of it a minute later then get dropped. Once a player is dropped, they keep the cards that dropped them. If 3 or more people are playing, the first person to throw the cards down wins that drop. For example if a player triggers the verbal cue by saying the word “lunch” and 2 other players are standing nearby and notice, the first player to throw the card down wins that round.
The player who has the most cards at the end of the day loses, the player with the least wins.
Wild card: If a wild card is drawn, two more cards can be thrown and the person who triggers the drop has to perform both exercises.
Players: 1-6 Goal: To flip all matching cards and perform the exercises.
Instruction: Place 10 cards face down in front of you. Start turning cards over, one by one. If you are playing by yourself, perform the exercises when you pull a matching pair of B, I, or A (difficulty of exercise indicator in lower right corner) . If you are playing with others, everyone else does the exercises when you flip a matching pair. Once a pair is matched, put the cards to the side.
Wild card: Automatic match
Variation: For multiple players, each player turns over two cards. If you make a match, the exercise is performed by the person to your left and you get to pick again.
If the campaign is successful and you play with the cards, but you would rather watch an Ice Fishing competition on ESPN the Ocho, you can return the cards within a month for your money back. Since you’re taking a chance on me, I want to minimize that risk to you via this money-back guarantee.
Shipping: US shipping is free for all reward levels, but international shipping is extra. For all international shipments, the consignee is responsible for all local duties and taxes.
If the project gets funded, I will be able to place a large order of all three decks of cards (Strength Stack 52, the Expansion Pack and the Insane Pack). Funding also helps me develop more games, so you can play the Stacks with more fun and variety.
All you have to do is browse through the different rewards listed on the right of this page. Find a reward that’s right for you, and then hit the green “Back This Project” button.
If you're not familiar with Kickstarter or how it will work, here's a brief overview (for more details, you can always ask daddy Google). Note the expiration date of this project (under the green “Back This Project” button), you'll be able to make pledges to help support this project. In return for your pledge, you can select one of the reward packages - listed to the right - of equal or lesser value to your pledge. You can always pledge more than the minimum to get a reward if you want (just thought I would throw that tidbit out there ) . Your credit card will not actually be charged at the time you make your pledge, only if the project reaches its funding goal (noted above the green “Back This Project” button).
If the final deadline comes and we've reached our goal, then you will get charged the amount you pledged and I get started filling orders. But if for some crazy reason we don't meet our goal, then the whole project is called off and we can all forget this happened. You don’t get charged and no fees are applied. So there's no risk of putting up money before the project ends and BONUS, there is no risk of putting up money after the project is funded either (see the risk-free guarantee section). Of course, if the goal isn’t met, then no one gets any rewards either, and some of those rewards are cooler than that unused side of the pillow (but that’s just my extremely biased opinion).
First, I would like to give a huge thank you to myself. For if it wasn’t for my conceited attitude and ability to never take anything seriously, the sleepless nights I spent perfecting these cards would be a waste.
Second, I would like to give a huge thanks to my mom, Gail, for the inspiration. Also, to all the play testers (especially Brandon) who told me my idea of workout cards might not be as stupid as I really thought.
Last but not least, I want to thank you, for reading this far down the page and possibly backing this project. For if it was not for you, I wouldn't have spent months preparing for this Kickstarter project and I wouldn't have been so busy as to forget my girlfriend Audrey’s birthday (sorry babe, love you, it was my backers fault).
Risks and challenges
Fortunately the risks involved in completing and fulfilling this project are minimal since the artwork is complete. I already have established a close relationship with the printing company. Because the game consists of standard sized playing cards, the processing and shipping of orders should go smoothly.Learn about accountability on Kickstarter
- (30 days)