POINTS TO INCLUDE IN RATIONALE
- to break the tradition of first knowing the good side of a person when you first met them
- test real friends
- get to know each other more
- minimal design, hiding something, arouse curiosity
"You Dark As Fuck" is a set of playing cards that is designed to play in drinking occasions. The idea of the deck is to break the tradition of first knowing the good side of a person when you first met them. Audiences can get to test real friends, know more about acquaintance, or even know more about their true selves.
Minimalism is applied in the packaging design. On the front cover, "You Dark As Fuck" is printed at lower right corner in a small text size. This is to communicate the idea of people tend to hide their dark side from others, instead of revealing them directly to people. Using this way of presenting the text is definitely not the most comfortable in terms of legibility. This is to create the sense of curiosity and confusion among audience.
The same concept is applied on the back cover. The sentence "not-so-nice to have met you" is printed in the same size as the text in front, except, it is in grey. This is to further create the sense of confusion among audience, and make the text even harder to read, with an underlying justification of hiding the text, like how people hide their dark side.
As for the inside, a distorted image of old paintings of Satan is used on the fronts and a dreamy gradient of pink and blue is used on the back of the cards. The distorted images represents the the idea of the dark side of humanity as a distorted personality of people. As for the pink and blue gradient at the back, it represents the good impressions that everyone would like to give when they first meet a person. This is also the side which other players can only. see when they were playing the game. This also creates a contrast between the good and the dark side of humanity, as well as to further create the confusion among players. Players would not expect the card holder to read out dark content when they look at the dreamy colours on the back of the cards.
INSTRUCTIONS
Gather in a circle, continue clockwise.
1. The first person who entered the room picks a card.
2. Read the question aloud.
3. Pick a yes/no card and place it in the center of the circle, with the card facing down.
3. Everyone guess his/ her answer and pick yes/no.
4. The chosen person should reveal the card.
5. Those who got it wrong has to drink.
6. Everyone will proceed to guess the reason behind his/ her choice.
7. He/ she chooses the player with the closest answer.
8. Others will all have to drink.