Making of #ForeignersOfficeQuartet
- Mirko Vorreuter, LL.B.

- 2 hours ago
- 3 min read

Immigration Office Quartet: From the initial idea to the finished concept
The idea for the Immigration Office Quartet arose from a mixture of frustration and creativity. Anyone who regularly deals with German immigration authorities inevitably accumulates stories, curiosities, and experiences that oscillate between head-shaking and hearty laughter . At some point, the thought occurred to them: Why not make this reality tangible through play? From this impulse, a concept gradually developed that would not only reflect the peculiarities of the authorities but also become an accessible and humorous card game. What initially seemed like a spontaneous experiment quickly became a structured project – with clear categories, recurring rating systems, graphic design, and continuous refinement.
The first version: 53 cards and problems with the game dynamics
The first prototype was ambitious: a total of 53 cards, each with its own descriptions, categories, and point values. The variety was vast—perhaps too vast. Test play quickly revealed that while this version was rich in content, it significantly slowed down the gameplay . Rounds dragged on, especially in Super Trump mode. Some cards were hardly used, while other values dominated the game. The result: a game with great potential, but one that simply didn't run smoothly in its original form. This realization was crucial for the next step.
We decided to radically reduce the number of cards: from 53 to 33. This step was more than just a simple reduction. Every agency was re-evaluated, every category recalibrated. We placed particular emphasis on the distribution of the five-star cards. While they were randomly and unevenly distributed in the first version, they were now intended to deliberately introduce tension into the game without distorting it. This meant numerous test rounds, constant minor adjustments, and discussions about which agency possessed which character and why. Balancing proved to be one of the most time-consuming, but also most crucial, phases – because only then did the game become truly playable, dynamic, and entertaining.
Design process: From heraldic symbols to playable graphics
In parallel, the visual design of the card game began. The goal was a look that would immediately evoke associations with the respective cities or counties without copying official coats of arms or infringing on any rights. We therefore opted for graphic "relatives" of the coats of arms: similar shapes, abstracted elements, recognizable colors – but not exact copies. Canva became the central tool for creating these designs in a unified, clear, and modern style. After several iterations, a style emerged that is both humorous and surprisingly aesthetic , giving the game a professional feel.
Production of the Immigration Office Quartet
For the actual production, we used the provider mein-spiel.de . Something many underestimate: the path from a digital design to a print-ready file is far from straightforward. The playing cards had to be precisely adapted to the production specifications – including bleed, margins, file formats, and color profiles. The cover sheets, the box, and the card backs, in particular, required meticulous checks, as even the tiniest deviations would have been visible later. We had to correct details, re-upload, and test several times before finally receiving print approval.
Evaluation and feedback process with colleagues
The core of the quartet lies in the ratings, and these don't come from a vacuum. Much of it is based on our own experiences in the day-to-day work of immigration law . The five categories – accessibility, processing speed , competence, audacity, and goodwill – reflect what lawyers , social workers, and those seeking advice are confronted with daily. To make the assessments as realistic and fair as possible, we also asked colleagues from the respective cities for their impressions at some of the authorities. This resulted in a balanced picture that incorporates both subjective perceptions and collective experience.
A card game – and a small historical document
In the end, the Immigration Office Quartet wasn't just a creative side project. It became a game crafted with meticulous attention to detail, a healthy dose of humor, and a wealth of practical knowledge. Each card tells a story about the state of German immigration authorities in 2025. At the same time, the project demonstrates how a spontaneous idea—through numerous iterations, tests, and revisions—can evolve into a product that is both entertaining and thought-provoking. A quartet that has carved out its own unique niche between satire, reality, and sheer fun.
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