Did you have any input in the color scheme of the game? Like, why are Victories green, why are Curses purple, etc.
Ooh! I know victories. I remember him sometime saying that he just had a lot of green paper lying around.
Correct.
In October 2006 I didn't have a color printer. I printed black & white images on colored paper. Actions were white because that was the most plentiful paper. Initially attacks were pink, the color that makes bulls mad (only not so dark that you can't read text printed on it). Treasures were obv. yellow like gold. Victory cards, you can say it's because land is green, but I had a bunch of green paper and so it was the obvious choice. Moats have water in them and initially it was the only reaction; so, blue. I didn't have endless color selection and that left purple for Curse / Confusion. I ended up not keeping attacks pink, because "attack" didn't have any functionality beyond cards getting to refer to it.
Initially duration cards didn't have a type or color - they just did something next turn. I had already done that kind of thing in multiple games (e.g. Greed has a couple and is from 2003). When Seaside was being more heavily tested, I gave them a type and color and picked orange just as a basic color I hadn't used yet. I was also thinking, well, they wanted to be blue for the Seaside flavor but couldn't be, but hey, orange, that's like sand.
Then in Dark Ages, since I hadn't used pink it was available for Shelters, and dark gray was an obvious candidate for Ruins. They're more red and brown in the published version and well they aren't in the prototype; I imagine Matthias Catrein made that call.