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Hi everyone !
I'm making a pint-and-play card-party-game for this jam, and the name should be "Nuclear Chess", and it will be playable for 3-6 players.
Chess is more of a graphical theme here, as the game take place is the apocalyptic future where there is no boards or sides anymore, and the chess-pieces roam the world, making chaos and destruction.

For now the game is a mix of memory (you can't see neither your or the opponent card, appart for specific moment), chance and reflexes.
The prototype is quite done, i will test and optimize it as the month go on, while making graphism on the other hand.
For now, the cards look like this : )

I really like the card design here as well as the minimal colors used - very cool looking :)

Thx ^^, i think this will be one of my most visualy-complex game since i started doing some : ).

Have you considered tweaking the colors slightly? That would really help make things 'pop' and be very eye-catching.

E.G. (apologies for my quick photoshop edit)

I've taken the 3 and 4 cards, slightly deepened the backgrounds, given the numbers a good contrast color and made two distinct sides. ivory and blue

Woaw thx : ). Actually, i tried a lot of colors, but the numbers in this game doesn't have to be that eye-catching (you have all the time to look at them), so i focused on them being quite big and legible.
In fact, i divided the information in game as follow :
- The chess-piece give you information on the rarity of the card (extremes numbers are more scarce in the game).
- The color of the chess-piece is related to which side of the average value this card fall in (sometime you want high, sometimes low).
- The color of the background and decorations inform you about some special-powers some cards have on top of everything else.
So the "brown and yellow" color-base can go well with both chess-side (egg-shell and brown),  and also don't discord with the other colors (blues and red).
And another infortunate constraint for the color-picking is the spectrum of what-could-be-printed well (with low-budget printing).
So, a lot of "hot colors", no greens, and very clear blues. :' (

"And another infortunate constraint for the color-picking is the spectrum of what-could-be-printed well (with low-budget printing).
So, a lot of "hot colors", no greens, and very clear blues."

AMAZING. I used to work with high-end printers dealing with color, absorption and how different paper stock causes different colors (CMYK vs RGB) etc. You're the first person to come back with coherent knowledge about that - Kudos to you :)

Seeing all the colors with the different backgrounds makes everything clear now - it looks very crisp and clear :) I like it a lot...

haha : D, profesional deformation, but be careful : those advices works only for CMJN laser-printing (xerography), and if your goal is to have vivid, saturated colors.
The trickyest thing with printing : it all depend on the machine you will use in the end. With laser-printing, i don't have to worry about the quantity of ink that the paper can absorb : because it's dry(xero)-printing(graphy), that cook toner at the surface of the paper. But if i was to use a riso or inkjet printer, that could very well be an issue.

Have you thought about working with a programmer to see about transferring some of the ideas from cards to computer?

Not yet : ). I think i'm waiting to have a "really cool/catchy game" on my hand to do that (also i really got too much projects going on lately...).
But programation is clearly a thing i keep in mind for the futur : ).
As a graph, the closer i got to programation was a school-project : https://www.kongregate.com/games/Chronodrax/antimatiere
Maybe i'll propose myself as a mercenary graph for some game-jam of the futur...