Accessibility

Accessibility does not mean making a game playable for absolutely everyone—we all have different needs. However, small adjustments can significantly improve a game’s accessibility without increasing production costs or diminishing the experience for others. In fact, accessibility often benefits far more players than we realize.

Our vision is to ensure that everyone has access to a diverse range of gaming experiences, tailored to their individual needs.

Plain language

The principle of plain language is to make essential information easier to find, read, and understand.

Best practices include:

  • Present the most important information first and get straight to the point.
  • Organize ideas using clear and descriptive headings.
  • Use lists to structure related items.
  • Write short paragraphs that each focus on a single idea.
  • Favor short, simple sentences.
  • Use familiar, everyday words.
  • Prefer the active voice and positive form.
  • Use verbs rather than nouns derived from verbs (e.g., “recommend an action”
  • instead of “make a recommendation of action”).
  • Avoid jargon, and figurative expressions. (e.g., “discard pile” instead of “graveyard”)

Tip: Reducing text in favor of images or icons can make the game flow more smoothly and greatly benefits players with dyslexia.

For more guidance on plain language, see: Government of Canada – Plain Language Guide

Text presentation

To reduce difficulties related to reading text, consider the following guidelines:

  • Use easy-to-read fonts such as Arial or Times New Roman. Note that serif fonts can be harder to read at smaller sizes, so they are best reserved for titles.
  • Choose an appropriate text size. For body text that players read up close (such as cards or rulebooks), use at least 12–14 pt. For elements viewed from a distance (such as on a board), opt for larger sizes.
  • Don’t rely solely on text styling (bold, italics, colors, underlining) to show emphasis. Avoid using ALL CAPS for words or sentences, as this reduces legibility.
  • Align text to the left for easier reading.
  • Indent lists properly to help structure information clearly.
  • Ensure sufficient contrast between text and background. The WCAG standards provide a useful benchmark: contrast ratios range from 1:1 (white on white) to 21:1 (black on white). The minimum recommended contrast is 4.5:1 for headings and 7:1 for body text.

Colors

People perceive colors differently, and it is often underestimated how many people worldwide are colorblind. For more background on color blindness, see the Wikipedia page on color blindness.

Common problematic color pairs include:

  • Green and brown
  • Green and red
  • Green and blue
  • Light green and yellow
  • Green and black
  • Green and gray
  • Blue and violet
  • Blue and gray

To make your games more accessible:

  • Information should never rely on color alone. Always add a second layer of distinction such as shape, texture, icons, or sufficiently large and clear text.
    Plan your color palettes in advance to ensure there is enough contrast between elements.
  • Use value contrast (light vs. dark) in addition to color contrast. Test your illustrations in black and white: can you still distinguish shapes and boundaries?
  • Avoid using too many colors or overly bright colors, as they can overwhelm the game experience.
  • Remember that colors will look different on screen versus in print. Producing a prototype is the best way to see the final effect.

Check color and contrast in different contexts:

  • Between game components
  • Between text and background
  • Between graphic elements players interact with, such as areas, icons, or puzzles

Be mindful of low-light environments (e.g., board game cafés). Make sure everything is still distinguishable even in dim lighting. 

Ressources :

Components

Color and readability are accessibility criteria that should be considered essential, as they do not affect production costs. The choice of physical components, however, depends directly on the target audience.

In general, the following practices can make a game more accessible:

  • Size and thickness matter. Larger or thicker components are easier to handle and see for players with motor or visual difficulties.
  • Beware of oversized boards. A very large board may actually reduce accessibility, as components placed farther away can be harder to reach and view.
  • Some mechanics are easier than others. For example, rolling a die is simpler than shuffling and drawing from six numbered cards.
  • Different shapes improve usability. Player tokens with distinct shapes help players with visual impairments distinguish them more easily.
  • Avoid overly busy artwork. Crowded illustrations make it harder to locate essential information.

The number of components required during play can also affect accessibility. Instead of using dozens of tokens for each resource, designers can create resource tracks or dials where a single marker is moved. This not only improves usability but also reduces production costs.

For less common needs, separate accessibility kits can provide adaptations without increasing the cost of the base game.

Digital Tools

Digital tools are also an excellent way to improve accessibility. Here are several examples:

  • Audio recordings of the text (rules, narrative, or card text)
  • Instructional videos to explain setup or gameplay
  • Digital access to texts so players can use their own accessibility tools (e.g., screen readers, magnifiers)
  • Play aids such as FAQs, quick reference sheets, or shortened rule summaries

Keep in mind that digital resources must also follow accessibility standards, such as the WCAG (Web Content Accessibility Guidelines) and the European EN 301 549 standard.