
Productive Procrastination.
What I make when I should be doing something else
Side projects and experiments. The main one here is Jewel Deal, a fast, competitive card game I designed from the rules to the cards and the box.
- Game design
- Card design
- Packaging
- 3D type
[Jewel Deal]
Jewel Deal is a fast, competitive card game where players act as jewellers trying to craft luxury jewellery from precious resources. The goal is simple: complete and certify three pieces before anyone else.
Players fight over Diamonds, Gold and Gems, sabotage each other’s half-built pieces, steal from rivals and protect their work with certification. There is no maths, no point counting and no slow decision trees. It runs on timing, aggression and reading the other players.
The core loop: Collect, Build, Protect, Attack, Win.
[The deck]
[The story]
The jewellery market is unforgiving. Supply is unstable, design cycles are competitive, and only certified pieces hold real value.
Every player is a jeweller in the same market, drawing on the same materials. A half-finished piece means nothing, and an uncertified one can be stolen or broken. That ties the game to a real economic idea: resources are worthless without protected output.
[Resource cards]
The raw materials. They create early choices and long-term planning, because building without certification leaves them exposed.
[Jewellery and certification]
The pieces players build: Ring, Bracelet, Pendant, Earrings and Necklace, each with a fixed recipe. A certified piece is a permanent asset; an uncertified one is a target.
[Action cards]
The disruptors. They stop the board going static and turn a resource game into a social one: pressure, bluffing, temporary alliances, and punishment for predictable players.
[How a turn works]
- Draw 2 cards.
- Play up to 3: lay a resource, use an action, complete a piece or certify a finished one.
- Discard down to 7 if you are over the hand limit.
[How a game unfolds]
- Stage 1
Accumulation
Low interaction, high planning. Players build private strategies.
- Stage 2
Exposure
Resources become jewellery, and visible progress raises the risk.
- Stage 3
Conflict
Action cards take over and everyone goes after the leader.
- Stage 4
Closure
Certifying is the only safe move: defend early, or gamble on stronger pieces.
[Why it works]
- The rules are simple and the pacing is fast.
- Every turn has an impact, and there is no passive waiting.
- Interaction is immediate and emotional.
- The goal is concrete and visible on the table.
- Strategy comes naturally from shared, limited resources.