Choosing Colour Palettes for Hand-Drawn Board Game Art
Colour Is a Rulebook, Not a Mood Board
When you're painting a board game by hand, it's tempting to start with atmosphere: a moody ochre for the desert, a deep teal for the sea, a splash of magenta because it sits so nicely beside the teal. But colour in a game is doing a job. It tells players which cards belong together, which regions connect, which icons mean "attack" and which mean "trade". A palette that only pleases the eye will fall apart the moment four people crowd around a table, half-lit, trying to work out whether that green token matches that green card.
The trick is to treat your palette as a piece of design equipment. Choose it before you draw a single card frame, write it down, pin it above your desk, and then let it boss you about.
Start With Three to Five Hues, Plus Neutrals
Hand-drawn art rewards restraint. A palette of three to five base hues, mixed out into tints, shades and muted versions, will give you far more coherence than twenty unrelated colours straight from the pan. Begin with:
- Two or three anchor hues that carry the game's identity — a warm red, a mineral blue, a faded sage, for example.
- One accent hue reserved for the most important signal in the game: turn order, damage, the wild card, whatever players must never miss.
- A neutral range of greys, ochres and off-whites for parchment, stone, bone and background wash. Neutrals are the scaffolding that keeps the brights from fighting.
Mix each hue as a swatch sheet before you commit: full strength, a mid tint, a pale wash, a shadowed version, and one muddied or desaturated cousin. Gouache and acrylic are forgiving here; watercolour will surprise you as it dries, so test on the actual paper you plan to paint on. Label every swatch with your pigment names — burnt sienna, phthalo green, quinacridone rose — so you can reproduce the mix six months later when you're painting the expansion.
Test Everything in Greyscale
Before you fall in love with a scheme, photocopy or digitally desaturate a rough. If two elements collapse into the same grey, they will read as the same thing at arm's length, particularly to tired eyes at nine in the evening. Aim for a clear value jump between anything that must be distinguished: icons against their card background, tokens against the board, one faction against its neighbour.
A useful rule of thumb is that a small icon needs roughly a 70 per cent value difference from whatever sits behind it. Depth comes from value; hue is the decoration on top.
Keeping Card Icons Legible
Cards are where palettes quietly fail, because icons are small, densely packed and often repeated at speed. A few habits will save you:
- One hue per suit or faction, applied consistently across borders, backs and icon fills. Players learn the hue before they learn the symbol.
- Vary value, not hue, within a faction when you need to distinguish card types. Three blues — pale, mid, deep — read as a family and stay sorted in a fan of cards.
- Never let icon and background share a hue at a similar value. A dark outline in a deep tint of the background colour separates cleanly without the harshness of pure black.
- Hold saturation back on backgrounds. Save your most saturated pigment for the icon itself, so the eye is pulled to the information.
Making Board Sections Visually Distinct
A board should be readable as a map from standing height. If two adjacent regions are the same hue family at the same value, players will misread adjacency and your rulebook will get blamed. Push separation on three fronts at once:
- Temperature: pair a warm region beside a cool one — ochre next to slate blue, rust next to moss.
- Texture: stippled sand, cross-hatched forest, flat water. Pattern carries meaning for players who cannot separate reds from greens.
- Value: alternate lighter and darker regions so the board has rhythm rather than a flat wash of competing hues.
Roughly 60 per cent of the board should be neutrals and muted territory, 30 per cent your anchor hues, and 10 per cent the accent. That balance keeps the eye moving without exhausting it.
Test Early, and Test Cheaply
Print your roughs on bog-standard paper, cut them to size and push them around a table under a normal lamp and under a dim one. Photocopy the board in greyscale and check the regions still separate. Ask a colour-blind friend or colleague to spot the icons before you explain them — roughly one in twelve men has some form of red-green deficiency, and your palette should not exclude them.
Adjust, reprint, repeat. A palette that survives photocopying and a gloomy kitchen will sing when it finally reaches a proper print run.













Card Games
Karla Gleichauf
12 May 2017 at 05:28 pm
On the other hand, we denounce with righteous indignation and dislike men who are so beguiled and demoralized by the charms of pleasure of the moment
M Shyamalan
12 May 2017 at 05:28 pm
On the other hand, we denounce with righteous indignation and dislike men who are so beguiled and demoralized by the charms of pleasure of the moment
Liz Montano
12 May 2017 at 05:28 pm
On the other hand, we denounce with righteous indignation and dislike men who are so beguiled and demoralized by the charms of pleasure of the moment