Interview about Morok social deduction game cards, winner of the A' Toys, Games and Hobby Products Design Award 2021
Morok is a new visual story of the famous deductive game Werewolf. Players can try the role of the Inquisition or the Plague Doctor, or can become possessed by the Japanese demons. Cards style is inspired by mysterious Tarot and contains esoteric and occult symbols. It is made in an expressionist manner using 3D graphics, classic art materials and stylization of ancient murals and engravings. To keep the esoteric style, cards size was chosen equal to the Tarot size. The game is made of paperboard with full-color printing, UV varnish and foil so it can be a wonderful gift
View detailed images, specifications, and award details on A' Design Award & Competition website.
View Design DetailsWhen designing the game, I focused on the key characteristics of the characters. For example, take the Inquisitors—they are brutal armed forces hunting heretics and conspirators, and in a fantastical context, witches and demons. They come at night, taking away those deemed undesirable, who are not always guilty. This is an image we all understand, built from countless films, book plots, and so on. In the game, they are a frightening character, hunting indiscriminately.Or consider the Praetorian. In the story, he’s a former soldier of the Roman Empire—an elite warrior with strong moral principles and a sense of justice. But even he can make mistakes. You might say these characters come from different eras, but that’s the point—we’re in a timeless world where the most terrifying forces are trapped. Welcome to MOROK.
I’m a graphic designer who works in various styles. I’ve noticed that opposing styles often enhance each other—for instance, flat design with photography, or in my case, classical graphics with 3D. The pseudo-realistic characters placed against fresco backgrounds make you examine them closely, analyze them, and wonder how they were made. The background tells the character’s story and places them in context, while the character itself stands out in the foreground as realistic and alive.This additional attention rewards the brain, making the design more memorable. I wanted it to feel more authentic—imagine cards with scratched drawings or elements made with real gold leaf, and the 3D characters embossed. You could feel and experience the texture. Unfortunately, it’s almost impossible to mass-produce such things, and they wouldn’t be practical for gameplay.
Yes, the game features characters from different cultures and eras. This was intentional, to bring together the most terrifying horrors in one place and amplify the sense of doom. Imagine it as a kind of purgatory where players must survive day after day among all the monsters of the universe. These are the consequences they face. They must overcome all the demons to gain freedom, making the joy of victory even sweeter.The cohesive visual language is maintained through the color palette and character style—black, ominous silhouettes draped in blood-red fabrics, and gold, that has always evoked base emotions in people, such as greed and envy. The plebeians are the exception—they are faceless silhouettes for whom gold is a punishment.
In today’s world, collecting has entered a new phase of evolution. People create NFTs, make collectible figurines and characters, and collect vintage Pokémon cards. I find this topic very interesting. That’s why I thought, if I made a high-quality, limited-edition product, it could potentially become collectible. This wasn’t the goal, but the idea of turning something utilitarian into a collectible object is intriguing.It’s always good when something is not only functional but also well-crafted, engaging to look at, and satisfying to own. I’m a designer, but I’ve always wanted to be an artist, and this is my attempt to bring art into a utilitarian item.
It’s very simple and rooted in history. Cards were originally made by hand, and their large format was dictated by aesthetics and the capabilities of the artists. This aspect carried over into modern practice, adding depth to their perception. Tarot cards often feature complex and detailed illustrations, and the large size allows for better visibility of these details, which are important for interpretation. Every detail can be significant, and it’s easier to notice on a larger card.I wanted to honor this tradition by making the cards in a classic Tarot format. This also enhances the perception of the game as something mystical. You could even give it a magical meaning—laying out cards of eliminated characters like a Tarot spread, turning the game into a kind of fortune-telling.
The frescoes in the game tell the story of the characters. They are taken from the same era as the characters and complement their narratives. For example, the Praetorian, my favorite character, is a headless knight. He is one of the positive characters whose mission is to protect the townspeople. His card features a well-known Roman fresco with the text Cave Canem (“Beware of the Dog”). The fresco depicts a fierce dog, serving as a warning not to enter.Our character is like this dog—his primary task is protection, but he can also harm if he deems it necessary or senses danger. I love symbolism, and every illustration on the cards has meaning—it’s never random.
Essentially, I didn’t change the gameplay mechanics. The idea was not to create a new game system but to introduce a new, mystical atmosphere. I wanted players to experience fresh emotions while playing a familiar, beloved game. The variety of characters allows the game master, depending on their skill, to craft incredible stories and explain the events unfolding in the game.
The unboxing experience wasn’t deeply planned—it’s a classic box with a foil seal that breaks upon opening. This approach was borrowed from premium playing cards, where every new game requires opening a fresh deck, ensuring it hasn’t been tampered with or marked.In our case, it’s simply beautiful and adds to the mystical experience of breaking the seal. You’re opening the door to hidden knowledge, experiencing something unique for the first time. A sealed package also adds collectible value. Inside, it’s simple—a set of cards and a rulebook. I wanted it to feel like a Tarot deck, and overly complex packaging would interfere with that.
In The Doomed City novel, there’s a situation where people from different countries, times, and professions mysteriously find themselves in the same city. They can understand each other even though they speak different languages, and their social roles change randomly over time, forcing them to adapt. I thought this novel perfectly explains what’s happening in the game.I love science fiction. I often bring ideas to life and only later realize which book or movie inspired the image or concept.
It seems the world is moving toward valuing unique items. A coffee mug is no longer just a mug—it has to reflect your worldview. That’s why old-school design, like Bauhaus, has regained popularity. Replicas of chairs and tableware from that era have become highly sought after because they were recognized by designers worldwide. People want to own a piece of success and history.Some people want more than just a deck of cards sold at a supermarket checkout. And my game gives them such experience —it’s unique, and there hasn’t been anything like its design before.. Perhaps my reinterpretation of the game will inspire companies to create collectible editions—for instance, in collaboration with contemporary popular designers or artists. It adds a sense of pride when you pull out a game to play with friends and can say it’s a collectible edition by a renowned creator.
Dive into a world of design excellence with our curated highlights. Each feature showcases outstanding creativity, innovation, and impact from the design world. Discover inspiration and learn more about these incredible achievements.