Whoa, quite the interesting game, being some sort of fusion of a roguelike deckbuilder and one of those rules-heavy job sims! It definitely tickled my fancy with its unique concept, and I found the presentation to be rather cute and charming as well: I found it amusing that it ran with the concept to an extreme degree, even making health represented by physical documents when it could've just used a non-diegetic HUD for that.
For the most part, I had a good time playing the game and trying to strategize the best way to approach the fights, balancing what cards will ensure that I don't violate any rules not just for the enemy I'm fighting, but for the remaining enemies as well until my deck gets to draw again. There were some subtle tricks to consider here and there, like how as long as it's a killing blow, you can use any card you like, allowing you to save some critical colors for another opponent.
It could certainly be me just being bad, but in spite of my best attempts and how much fun it could be, it felt rather inevitable and frustrating that you could just get screwed over by bad RNG. Compounding this is when I swear I'd used the appropriate card but I'd get counter-attacked: wish when that happens that the rule I violated would be highlighted or something to give me feedback. Sometimes I also feel that the rules just weren't written in a clear manner, both in terms of wording and as to whether they have preference of order, and that could be leading to my failures as well.
While I had a rough time, I'd still consider this a nice game jam result as the experimental concept hooked me and had me very intrigued at all the different ways it could be iterated upon, so well done!