Red 10
Six play. Two sides. No one says which.


Red 10 is the card game you already play at the table, built for your phone: hidden teams, bombs, Cha-Go, and the moment the red tens come out. I designed it, built it, and wrote every word of its marketing.
It's a climbing game in the Big Two family with the twist that carries the whole product: teams are secret. Whoever holds a red ten is quietly on the red team, and nobody has to say so. Alliances reveal themselves through play, and the hand swings the moment the table works out who's been helping whom. Rounds are fast, the table talk is loud, and no two deals feel the same.
Shipping it meant playing PMM for my own product: naming the app, writing the subtitle, art-directing the App Store screenshots, tuning the listing, and building a site with the full rules, support, and invite links that drop friends straight into a room.
A hook you can say in five words
"Big Two with hidden teams" is the positioning, the pitch, and the store copy in one line. Card players lean in, and everyone else asks how it works, which is exactly the conversation you want a listing to start.
Solo to social
A guided tutorial teaches every rule by having you play it. Training against AI at three difficulties builds confidence. Private rooms, casual and ranked matchmaking, and leaderboards keep tables coming back. The funnel is built into the product.
Invite links that fill the room
Share a link or a four-letter code and the room fills itself: six seats, live scores across games, and AI stand-ins for anyone who couldn't make it. The link opens the app when it's installed and a landing page when it isn't.
Launched end to end
Store listing, screenshots, rules page, release notes, and a site with support, privacy, and shareable room links. Every touchpoint written and shipped by one person, with 1,000+ games played since launch.