Color Memory Game
Variant

Sabotage

Free-for-all with debuffs. Spend tokens to mess with opponents each round.

How it works
  • ·5 rounds, 2+ players
  • ·Each round, secretly stack debuffs on opponents
  • ·Earn tokens for winning rounds and accuracy
  • ·Six debuffs: Squint, Shuffle, Blackout, Decoy, Lock, Rush

Ready when you are

Need at least 2 players to start.
More about this variant

Sabotage — color memory plus a debuff economy

Sabotage is multiplayer-only: two players minimum, five rounds, a token economy, and six debuffs you can secretly stack on opponents before each round plays out. With three or four players the targeting game opens up properly — it’s the most social variant we’ve built, closer to a card game than a memory test.

How it works

Every round opens with a 12-second pick phase. Each player secretly spends tokens on debuffs aimed at opponents, then locks in; once everyone has, the round plays like a normal memorize-and-dial round with whatever landed on you applied. Squint halves your viewing time from four seconds to two. Shuffle rearranges the three sliders so muscle memory sends your hand to the wrong one. Blackout hides the live preview while you dial — you work from slider positions alone. Decoy flashes fake colors before the real target appears and overlays a wrong color name on top of it. Lock freezes the hue slider for the first five seconds of guessing. Rush cuts your guess timer from twenty seconds to ten. Identical debuffs on the same player don’t stack — a second Squint changes nothing — but different ones do, and a Squint-plus-Rush round is genuinely nasty.

Tokens come back every round: one for playing, another if you post the round’s top score (ties share it), and another for scoring 8 or better out of 10. Everyone starts with a single token, so round one is a one-debuff opening move.

Strategy

Cheap pressure early, heavy artillery late. Squint costs one token and is the best value in the set; use it to tax whoever’s leading while you bank for the expensive picks. Rush is the strongest two-token play — it removes ten full seconds — and it hits hardest in the last rounds when everyone’s guessing under pressure anyway. Blackout punishes players who lean on the live preview; Decoy works best on confident players who lock in fast on what they think they saw. And spend everything by round five: leftover tokens are worth nothing once the game ends.

Scoring & format

The scoreboard is pure color accuracy — each round scores 0 to 10 on the same CIEDE2000 scale as Easy mode, and the highest five-round total wins. Tokens never convert to points; they only buy interference. Sabotage doesn’t post to the public leaderboard, since your score depends as much on what got thrown at you as on your eye. A full game runs a few minutes, short enough that getting dogpiled once doesn’t end your night.