Garphill Games Brand Guidelines
Medieval and Viking Euro trilogies — wrapped in The Mico’s unmistakable folk art.
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Two constants: an amber-and-folk-red palette and a folk serif. Abstract homage — not the Garphill wordmark or logo.
Trilogies from New Zealand
Garphill builds interconnected Euro worlds.
Garphill Games is a lesson in a designer’s vision and a signature artist. It’s a small independent studio on New Zealand’s Kāpiti Coast, run by designer Shem Phillips and founded in 2009 (the name comes from his father, Gary Phillips; ⚠️ 2014 — often cited — was just its first Kickstarter, not its founding).
Its identity is built on interconnected medium-to-heavy Euro trilogies. The North Sea trilogy — Shipwrights, ⭐⭐ Raiders of the North Sea (2015) and Explorers — made its name; Raiders introduced a clever worker-placement-and-retrieval twist (place a worker, then remove a different one, resolving both) and became the breakout hit. The West Kingdom trilogy — ⭐ Architects of the West Kingdom (2018), Paladins and Viscounts — followed, and later series (South Tigris, plus the acclaimed solo game Legacy of Yu) extended the line.
But the first thing anyone notices about a Garphill game is the art: the warm, characterful, folk-style illustration of Mihajlo Dimitrievski, “The Mico,” whose work is inseparable from the studio’s identity (much like Kyle Ferrin is to Leder Games). Many titles are co-designed by Shem Phillips and S J Macdonald. It’s a tiny, Kickstarter-driven studio whose recognisable worlds and unmistakable art punch far above its size. (Honest notes: the games are designed by Phillips (and Macdonald) and illustrated by The Mico — a studio, not one person’s solo work; founded 2009 (2014 = first Kickstarter); independent; and no official brand hex is published.)
Colour
Garphill lives in an amber-and-folk-red palette. Click a swatch to copy the hex.
Garphill’s identity is warm, characterful and folk — a rich amber, ink black, and a folk red. The palette reads as The Mico’s art: the warm ambers, ochres and reds of medieval and Viking-age scenes, storybook and inviting. It’s a characterful, crafted world that signals warmth, story and a strong artistic hand. It’s an amber-and-folk-red palette that signals a design-and-art-forward Euro studio. The honest caveat: Garphill publishes no official brand hex, so the amber, ink and red here are an original, unofficial interpretation, not first-party values.
The lesson is an amber-and-folk-red palette signals warm, characterful art. Garphill’s world reads as storybook and crafted. For designers, it’s a reminder that warm, folk-toned colour (amber, ochre, red) gives a Euro game an inviting, human face — the opposite of cold abstraction. The takeaways: use warm folk tones for characterful warmth; let a signature illustrator define the look; and treat any single hex as unofficial when there’s no published spec.
Typography
The wordmark spirit is a folk serif — warm and characterful.
Garphill’s identity carries a warm, characterful, folk spirit — a “Garphill” wordmark whose friendly forms match The Mico’s storybook art and Shem Phillips’ medieval worlds. A folk serif captures the mood: it’s warm and characterful, matching a studio whose games are inviting and hand-illustrated. Set against an amber palette, the folk serif feels storybook and crafted — exactly the West-Kingdom, Raiders personality Garphill carries. It’s characterful rather than plain, mirroring an illustrated medieval scene. (Garphill’s real wordmark is a trademark we describe but don’t reproduce.) Because the exact mark isn’t ours to use, the honest description is “a folk serif spirit,” not the Garphill logo. The type behaves like the brand: warm, characterful and folk.
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A folk serif spirit — warm and characterful. (Specimen set in Fraunces, a characterful serif; NOT the Garphill logo, which is a trademark.)
A signature look as the difference
Garphill is recognisable at a glance.
Garphill Games is a lesson in how a signature artist can define a small studio. Garphill makes solid, well-regarded Euro games — but what makes it instantly recognisable, and lovable, is The Mico’s art. His warm, folk-style illustration turns every Garphill box into something you’d know across a shop, and gives a tiny New Zealand studio a visual identity as strong as publishers many times its size. Paired with Shem Phillips’ habit of building interconnected trilogies — coherent worlds players return to — Garphill has a double signature: recognisable art and recognisable design structure. For a small, independent, Kickstarter-funded studio, that identity is the moat: fans don’t just buy a game, they buy “the next Garphill,” confident in how it will look and feel.
For designers and brand-builders, Garphill offers a clear takeaway: a consistent signature (an artist, a structure) lets a small studio feel like a big brand. The lessons: commit to a signature illustrator so your work is recognisable at a glance (The Mico); build coherent worlds/series people return to (the trilogies); and keep the facts precise — Garphill is Shem Phillips’ New Zealand studio, known for the North Sea and West Kingdom trilogies. It’s also a reminder to keep it honest: games are by Phillips (and S J Macdonald) with art by The Mico; it was founded in 2009 (2014 was its first Kickstarter); it’s a small independent; and no official brand hex is published, so the palette here is an interpretation. Garphill is recognisable at a glance — proof that a signature look can be the difference.
Explore & save
Keep Garphill Games’s identity on hand — save it to a board in the Made Good inspiration library.
Garphill identity set
Pin the amber-and-folk-red palette and the folk-serif spirit to your own board.



