The Story
The Trio
// Inventor
Tina
A creative soul with heart and a love for detail and design. Circus person, geographer, teacher. Was introduced to the world of card games through meeting Flo and Roy.
// Inventor
Roy
A proactive doer and puzzler. Materials scientist, always on the ball and shy of nothing — not even staying underwater for ten minutes.
// Inventor
Flo
A card player since childhood with a great love for game mechanics and balancing. Computer guy, teacher, runner. Boundless enthusiasm that's easy to catch.
Off to the Peloponnese
In 2025 the trio decides to take a holiday together on the Peloponnese.
They meet in Kalamata for a multi-week road trip through the south-eastern part of the peninsula. Swimming, cycling, diving, running, and hiking are all on the plan.

// planned
A sporty holiday — that was the idea.
The weather turns
Already in Stoupa the weather stops cooperating; a rainy holiday is on the cards. The three athletes have to abandon their original plan.
Luckily there are Tichu, Jass, and poker decks in the luggage. But after hours-long card sessions the familiar games quickly get boring.

// between
Between the clouds the sun sometimes still breaks through.
Aeropoli
In Aeropoli the three still try to tweak the familiar games and make them more exciting.

// aeropoli
Coffee, puzzling, card games — the usual mix.
Gythio
Gythio, mid-afternoon, sheltering from the storm in an empty restaurant: Tina busy with her watercolours. By now the boys have also exhausted their soulful and philosophical conversations.
Then the realisation: «Let's just invent a game ourselves.»
The weak points of the familiar games are quickly identified:
- The cards in hand are too safe. Players need the chance to meddle with each other's hands.
- Once cards have been played, they shouldn't necessarily be out of the game forever.
- Teams are cool, playing solo is fine too. Being able to form teams dynamically during the game would be exciting.
The effect cards 3–6 are born while still in Gythio.

// gythio
Gythio — where the idea drops.
Leonidio
In Leonidio come the first games with other campers (shoutout to Margot and XY) and the first user studies :P.
After four lovely days in Leonidio the journey back to Kalamata via Tripoli begins.

// stoupa
Rain in Stoupa — Plan B is due.

// leonidio
Mechanics discussions with fresh opponents.

// surroundings
Leonidio and its surroundings — four days full of ideas.
Tripoli
In Tripoli, over a balanced brunch, where Roy and Flo get caught up in long discussions about balancing the mechanics and Tina has long since heard enough of the two, she pulls out her iPad and starts to doodle. So far nothing unusual.
Just as Roy and Flo are debating whether the 4 or the 5 should have the effect of moving something from the pile onto your own hand or an opponent's, Tina presents the first card. Today's 8 with its orange motif is born.
And with that the idea became real, and the three friends realise they've just created something big. Energy and drive are tangible; Kalo will come to life. At this point, though, it doesn't yet have that name.

// first card
The first card — orange motif, born in Tripoli.
Another week in Stoupa
Sadly Roy's flight leaves from Kalamata the next day, but Tina and Flo still have a week to spend in Stoupa. The rainy days are now fewer, yet the two can't keep their hands off their tablets. Drawing the cards becomes the evening ritual in the cosy bed of the van.
The name also emerges in these days. Kalo, Greek for good. Fitting for a good game and for Tina's family name.

// van
Evening ritual in the van — drawing cards, capturing ideas.

// stoupa
Stoupa — where the name drops.
Back in Switzerland
Back in Switzerland things really get going. First prototype prints. Trademark protection. Founding a company. Taking precautions so the friendship isn't endangered by the commitment.
