About

We made a card game. We want to print it, and turn it into an app.

Colour Wheel is a simple to learn, easy to play card game that teaches ROYGBIV color theory. The object is to be the first to have no cards left in your hand. Players lay down cards to make an ever-expanding wheel, creating a unique work of art every time it's played.

Go to http://www.colourwheelgame.com to download a free print-and-play version if you want to try before you pledge, or to download a PDF of the rules.

ROYGBIV is an pneumonic device acronym for "red orange yellow green blue indigo violet," which is how colors are arranged in the visible spectrum. Color theory is about how colors relate to each other, and can create harmony (or discord) when used together.

Much of the regular gameplay relies on understanding and learning complimentary colors (colors that are the opposite of a specific color, such as green and red), and performing runs based on them.
However, there are several trump cards which can force your opponent to play specific colors such as triads (four colors away from the previous one), split complimentary cards (colors immediately next to a colors compliment), temperatures (colors that fall within the warmer or cooler end of the spectrum), and preventing a player from playing a compliment or an analogous color (a fancy term for the next color in sequence).

Other concepts, like value (tints and shades) and additive/subtractive colors, are part of the app expansions, but might come out in future print editions (these were not included in this basic set, for cost reasons alone).

The following video is an example of basic gameplay. There will be an annotated version shortly.

We're making this game because we had once struggled with color theory as art students. I developed this game to help reinforce what we were learning, and I'm pleased to say that anybody can play it, enjoy it, AND learn a thing or three about color for art and design.

Tony and I are currently finalizing the floor plans for the App's GUI and mechanics. The following are some earlier draft mock-ups for what the look will be similar to.

We decided early on that the visuals should not be exactly the same as the card game itself. It's its own experience. Players have the option of linking with friends or playing against AI. The aforementioned experience is especially true when the wheel goes around more than once.

The game is further supported by advertising, which can be bought off through in-app purchases, as well as future expansions. (Prices shown not final- just used during brainstorming sessions)

Our primary and active goal is to raise $5,000, which, in addition to publishing Colour Wheel as an app, will allow us to do a run of (at least) 500 physical decks of Colour Wheel. To be printed by Ad Magic (www.admagic.com), who are responsible for printing my previous Kickstarter-funded game, Ad-Man!

Our secondary goal for this Kickstarter is to purchase a Google Play ($25) and an IOS Developer Program License ($99). This would allow us to publish a Colour Wheel app, as well as future content.

Whatever funding is left will be used to cover any remaining expenses and to advertise the app to a broader audience (web ad space can be alarmingly expensive, it turns out).

Steve Robbins (Designer/Creator): Steve makes card games when he's not working at a print shop in downtown Minneapolis. He's obsessed with 1970's Sesame Street, pre-season 10 The Simpsons, collecting unusual art and reference books, and running for exercise.

Tony Dincau (Programmer / Developer): Tony has been programming apps for 5+ years. Recently, he has been delving more into game creation as he sees value in teaching people through fun interactive content. He loves to play video games, but not as much as he likes to make them.

 (Above: Greta studies her hand, and plots her next move of "violet plus blue.")

Risks and challenges

If funding is met, then some time would be added to finish up last-minute print files (which wouldn't be difficult), and then sent off to Ad-Magic for printing. With my previous game, Ad-Man!, the printing process took roughly about a month or so.

The only risk in the app goal that we can foresee are unforeseen hiccups in development, as Tony and I are constructing the Colour Wheel app outside of our regular 9-5 jobs. However, the coding is not very difficult to construct, and much more time would be spend fine-tuning the graphical interface and end-user experience.

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    You get five copies of the game, along with previous reward levels (the ad-free app, credits, name on in-deck card, and app expansions).

    You'll also get a 8.5"x11" (effective an A4 sized) piece of artwork by Steve, of whatever you'd like, framed. Visit www.steverobbinsart.com to see examples of Steve's work.

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Funding period

- (30 days)