Brand guide · As of March 2026

Style guide

The most important rules for how nummix presents itself, at a glance. For everyone who writes about nummix, designs material or promotes a game night.

Colours

Blue, red, yellow and black are easy to tell apart, high in contrast and as accessible as possible. There are no other brand colours. We deliberately avoid shades of green so they are never mistaken for the game colours.

Use colour sparingly, to help people find their way. Text always needs enough contrast: at least 4.5:1 for body text and 3:1 for large headings.

Blue#36A9E1Identity
Red#E94E1BDesign
Yellow#F9B233Communication
Black#292929Text and structure

Each colour stands for a theme

ColourThemeOn the website
BlueIdentityThe game, The idea, Story
RedDesignRules and style guide
YellowCommunicationJoin in, contact, tone and language
BlackStructureText, buttons, info boxes

Why no green?
Red and green are the colours that people with red-green colour blindness mix up most often, and that affects about one in twelve men. In nummix, the colour of a tile decides which runs and groups it can belong to. That is why the four game colours, black, blue, yellow and red, are chosen so that they also differ in brightness, even without colour vision, and green does not appear in the game or the design. The only exception is pure decoration with no meaning, such as the colourful confetti at the end of the milestones.

Accessibility: contrast

Measured against WCAG 2.2, level AA. Text needs at least 4.5:1; large text (24 px and up, or 19 px bold and up) and important graphics need at least 3:1. Blue and yellow do not reach enough text contrast on white. That is why there are darker text versions for text in a brand colour. The brand colours themselves stay unchanged and are used for areas, graphics and tiles.

CombinationContrastUse
Black #292929 on white14.6:1All text
Grey #5B5B59 on white6.8:1Secondary text, captions
Blue #36A9E1 on white2.7:1Areas and graphics only, no text
Blue text #1C75A6 on white5.1:1Links and text in blue
Red #E94E1B on white3.8:1Graphics and large, bold text
Red text #C63F12 on white5.1:1Small text in red, for example downloads
Yellow #F9B233 on white1.8:1Never for text, only areas and graphics
Yellow text #A36800 on white4.6:1Only if yellow text cannot be avoided, otherwise black
Black on yellow7.9:1Text on yellow areas
White on blue / red / yellow2.7 / 3.8 / 1.8:1Not for text; use black on coloured areas
White, blue or yellow on navy #11222C≥ 6.1:1Dark info boxes
  • Never rely on colour alone to carry information: always make game colours recognisable by number, shape or text as well.
  • Blue and yellow numbers on the tiles get a thin outline in the text version on screen.
  • Focus outlines in blue text colour, in white on dark areas. Form fields have a border of at least 3:1 (#767674).

Typography

AaAtkinson Hyperlegible Next

Our house typeface for headings and body text. Designed so that every character is clearly distinguishable.

AaAtkinson Hyperlegible Mono

For accents: runs of numbers, technical terms, small highlights. 15–16–17–1–2

LevelWeightSizeLine height
H1Next Ultra Bold48 px1.2
H2Next Semibold36 px1.25
H3Next Semibold28 px1.3
H4Next Semibold22 px1.35
Body textNext Regular16 px1.6
Small textNext Regular*14 px1.6
Labels and UINext Medium14–16 px1.4
Mono accentsMono15–16 px1.5

* Accessibility: small text uses Regular instead of Light, because thin strokes are harder to read at 14 px. Line length 45–75 characters, no justified text, capitals used sparingly. Spacing: paragraph 16 px, heading to text 16–24 px, section to section 48–64 px.

Shapes

All patterns are derived from the symbol and use the brand colours. Diamonds and hearts may be rotated and scaled as long as their geometric structure stays intact. They break up large areas without covering any content.

Diamond pattern with a blue heart
Diamond pattern, identity
Diamond pattern with a red heart
Diamond pattern, design
Diamond pattern with a yellow heart
Diamond pattern, communication

Design elements

nummix wants to invite people, not impress them.

Dark box: for key messages. Triangle and diamonds in the colour of the theme.

Grey box for notes and key points.

Triangle before text: for lists and openings without a box.

Arrow box for calls to action.

German Patent and Trade Mark Office (DPMA) (external link)

Download

External links in blue with a corner triangle, downloads in red with an arrow.

Pattern strips: dots, grid and dark speckles as calm dividers between sections.

Hearts, cross and logo composition built from the shapes of the symbol.

Tiles

The tiles are square and white, with the number in the game colour. Jokers show four triangles pointing to the centre: top and bottom in one colour, left and right in the other. The tiles may be used as a graphic element and turned slightly.

Imagery

Photos show what the game is about: people playing together at a table. At the heart of it is the moment when everyone is focused on the same playing field.

The colours are light and warm. The pictures look tidy but not staged: game rounds at the table, hands and tiles, the playing field as a shared focus, product photos.

Instructions and rule graphics, on the other hand, stay technical: simple shapes, clear lines, calm layouts.

A hand places a tile at the end of a run
Rack with number tiles, cropped as a diamond Rack with number tiles in front of a rainbow fan, cropped as a cross

Tone & language

Tell it warmly. Explain it clearly.

The language of nummix is clear, easy to understand and welcoming. It stays approachable and open and avoids unnecessary jargon.

The technical voice

Explains the game system clearly and precisely, removes barriers and makes it possible for everyone to take part.

calm · structured · factual · simpleInstructions, rules, design system

The human voice

Describes, with enthusiasm, what it is like to play and the encounters between people.

curious · open · welcoming · honestWebsite, social media, events, community

Questions about the brand or need more material? info@nummix.de

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