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Accessibility Tip: Bring Your Own Meeples

For colorblind board gamers, the most significant challenge is usually identifying player pieces. Even in games that are otherwise colorblind-friendly, most games continue to distinguish multiple players' components by color alone. I've developed customized solutions to solve the problem, including custom markings on my own games: dots on the purple to distinguish them from blue, … Continue reading Accessibility Tip: Bring Your Own Meeples

From Wingspan to Wyrmspan: An Accessibility Journey

Card Designs (from left): Wingspan Asia Prototype, Final Published, Vision-Friendly, Wyrmspan Creating accessible games requires designers, developers, and publishers to identify the presence of unintentional barriers and seek innovative solutions. In this article I share Stonemaier Games' efforts to reduce challenges for colorblind and low-vision players, including my role as a freelance proofreader and accessibility … Continue reading From Wingspan to Wyrmspan: An Accessibility Journey

Colorblind Games Review | Disney Sidekicks

A Whole New World Gaming: Hobby and Mass Market Board gaming has often been described as a luxury hobby aimed at a dedicated and niche audience. "Hobby games" offer complex mechanisms, interesting tactical and strategic choices, and a learning curve that, once overcome, adds richness to the experience. Mass market games, by contrast, are typically … Continue reading Colorblind Games Review | Disney Sidekicks

A Buyer’s Guide to Visually Accessible Board Games

I am excited to welcome Sarah Reed back to share her experiences and recommendations to support board gamers with visual accessibility barriers. This is a follow-up to Sarah's previous essay on the topic, Supporting Blind Gamers. Sarah’s recent video essay, A Buyer's Guide for Visually Accessible Board Games, was featured on the Salt & Sass … Continue reading A Buyer’s Guide to Visually Accessible Board Games

Words Matter: Games Accessibility, Approachability, and Difficulty

The Last of Us: Part II "I used to think I sucked at games because of my blindness, but in reality, games sucked for me." Steve Saylor, Accessibility Advocate Words Matter in Gaming In every aspect of life, words are a primary tool for communication. In gaming, we use words within game environments, while learning … Continue reading Words Matter: Games Accessibility, Approachability, and Difficulty