
UNRAVEL? UNRAVEL.
A reflective card game about slowing down and connecting
UNRAVEL? UNRAVEL.
A reflective card game about slowing
down and connecting
UNRAVEL? UNRAVEL.
A reflective card game about slowing down and connecting
Context
01/03
Context
01/03
Context
01/03
Unravel is a social card game developed during an exchange semester in Krakow as part of a typography course. It was created with the understanding that forming deeper connections on exchange can be difficult, since life moves quickly, interactions are brief, and genuine closeness can be hard to build in a sea of new people.
Unravel is a social card game developed during an exchange semester in Krakow as part of a typography course. It was created with the understanding that forming deeper connections on exchange can be difficult, since life moves quickly, interactions are brief, and genuine closeness can be hard to build in a sea of new people.
Unravel is a social card game developed during an exchange semester in Krakow as part of a typography course. It was created with the understanding that forming deeper connections on exchange can be difficult, since life moves quickly, interactions are brief, and genuine closeness can be hard to build in a sea of new people.

Strategy
02/03
Strategy
02/03
Strategy
02/03
The game strategy is built around slowing the pace of interaction and guiding players into deeper conversation over time. The unconventional, sometimes hard-to‑read typography works as a built-in pause: players have to concentrate on reading and understanding each card, making them mentally present and grounded while playing and connecting with the fellow players. Structurally, the game is based on Social Penetration Theory, which describes how relationships grow through gradual self‑disclosure.
The game strategy is built around slowing the pace of interaction and guiding players into deeper conversation over time. The unconventional, sometimes hard-to‑read typography works as a built-in pause: players have to concentrate on reading and understanding each card, making them mentally present and grounded while playing and connecting with the fellow players. Structurally, the game is based on Social Penetration Theory, which describes how relationships grow through gradual self‑disclosure.
The game strategy is built around slowing the pace of interaction and guiding players into deeper conversation over time. The unconventional, sometimes hard-to‑read typography works as a built-in pause: players have to concentrate on reading and understanding each card, making them mentally present and grounded while playing and connecting with the fellow players. Structurally, the game is based on Social Penetration Theory, which describes how relationships grow through gradual self‑disclosure.

Content
03/03
Content
03/03
Content
03/03
The game consists of 30 different cards. Each card belongs to one of four hidden themes; Past, Present & Future, Interactivity, Strengths & Fears, and Reflecting Personality. This visual system acts as an ester egg in the game. It's invisible at first, but discoverable over time for attentive players. Each card has a question, and a logo on the backside. The game is designed to be played in different groups. You can play it alone and reflect on the questions, with another player, or even in a larger group. Storing the cards in a compact package that connects with magnets, is easy to throw in a bag and carry with you, while meeting friends.
The game consists of 30 different cards. Each card belongs to one of four hidden themes; Past, Present & Future, Interactivity, Strengths & Fears, and Reflecting Personality. This visual system acts as an ester egg in the game. It's invisible at first, but discoverable over time for attentive players. Each card has a question, and a logo on the backside. The game is designed to be played in different groups. You can play it alone and reflect on the questions, with another player, or even in a larger group. Storing the cards in a compact package that connects with magnets, is easy to throw in a bag and carry with you, while meeting friends.
The game consists of 30 different cards. Each card belongs to one of four hidden themes; Past, Present & Future, Interactivity, Strengths & Fears, and Reflecting Personality. This visual system acts as an ester egg in the game. It's invisible at first, but discoverable over time for attentive players. Each card has a question, and a logo on the backside. The game is designed to be played in different groups. You can play it alone and reflect on the questions, with another player, or even in a larger group. Storing the cards in a compact package that connects with magnets, is easy to throw in a bag and carry with you, while meeting friends.
