Accessibility Checklist for Tabletop Designers Inspired by Sanibel
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Accessibility Checklist for Tabletop Designers Inspired by Sanibel

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2026-01-29 12:00:00
10 min read
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A compact, actionable accessibility checklist for tabletop designers, with practical examples from Sanibel and Wingspan. Make games easier to learn and play.

Fix the two places players drop out: learning and handling pieces — a compact accessibility checklist inspired by Sanibel and Wingspan

Designers: you want more players to enjoy your games, not fewer. The biggest barriers aren’t always mechanics — they’re hard-to-read rulebooks, tiny tokens, unclear icons, and setups that punish shaky hands or short attention spans. That’s why accessibility should be a core design constraint from day one. This article gives you a compact, actionable accessibility checklist for tabletop designers, illustrated with practical examples from Elizabeth Hargrave’s Sanibel and Wingspan and updated with trends through early 2026.

Why this matters (2026 context)

By 2026 the hobby has matured: publishers increasingly offer digital companions, print-on-demand component variants, and community-driven accessibility patches. Players expect inclusive design as baseline quality. Accessibility isn’t just ethical — it expands your market, reduces customer support friction, and makes teaching demos smoother at conventions and stores.

“When I’m not gaming, I’m often outside, and if I’m going to work on a game for a year, I want it to be about something I’m into.” — Elizabeth Hargrave (on designing games like Wingspan and Sanibel with approachable themes)

How to use this checklist

This checklist is modular. Start at the top and mark items you applied. For each design pass, pick one category (Rulebook, Components, Icons, Play Experience, Packaging, Playtesting) and fix one or two items — iterative improvements compound fast.

Compact Accessibility Checklist for Tabletop Designers

Rulebook & Learning Flow

  • One-page quickstart: Create a single-sheet Quick Start that sets up a beginner scenario, lists the 5–7 core player actions, and shows a single sample turn. Example: Wingspan’s accessible player references and Sanibel’s simpler action space inspired many quickstarts in 2024–26.
  • Layered rulebook structure: Start with a 2–3 paragraph game objective, then a visual flowchart of a turn, then a “First Game” walkthrough with annotated photos. Use a progressive disclosure approach: basics → common decisions → advanced rules.
  • Readable typography: Use at least 12–14pt body text for print (16–18pt for player aids), 1.2–1.5 line-height, and a clean sans-serif (e.g., Open Sans, Inter, Fira Sans). For rulebook PDFs, supply a tagged PDF to support screen readers.
  • Examples and annotated playthroughs: Provide 2–3 full-turn annotated examples with callouts for common mistakes. Sanibel’s design notes emphasize straightforward examples that match its coastal theme—use sensory images sparingly but clearly.
  • Short FAQ & troubleshooting section: Add a “What players often ask” box that addresses ambiguous timing, scoring corner cases, and tricky setup steps.
  • Accessible language: Prefer short active sentences; avoid nested clauses. Provide a simplified “plain language” ruleset for neurodivergent players and English-as-second-language readers.

Component Design

  • Size and grip: Make tokens and meeples large enough to manipulate (~20–30mm min for single tokens). Provide optional larger counters or 3D-print files so players with limited dexterity can swap parts quickly.
  • Tactile differentiation: Use textures, raised symbols, or edge shapes so pieces are distinct by feel. Wingspan’s egg tokens are tactile and memorable; that model scales — different materials or indentations help low-vision players.
  • High-contrast faces: Card fronts and tiles should meet a minimum 4.5:1 contrast ratio (WCAG AA) between text/icons and background. Provide a high-contrast card back variant to help low-vision drafting and orientation.
  • Colorblind-safe palettes & redundancy: Avoid relying on color alone. Pair colors with symbols or patterns; use textures on boards and printed icons so red/green or blue/yellow confusion won’t break gameplay.
  • Clear numeric hierarchy: Put most important numbers large and high-contrast in corners; use consistent placement across cards and tiles. Example: Wingspan’s layout often places power text in a single predictable area—do the same.
  • Optional component packs: Offer downloadable high-contrast, large-font card proxies and STL files for 3D-printable versions of fiddly components (many publishers did this between 2024–2026).

Iconography & Readability

  • Icon grammar: Invent a limited set of icons (6–10) for core actions. Keep icons consistent and test them isolated on neutral backgrounds. Make each icon unique in shape and orientation.
  • Text + icon redundancy: Always pair an icon with a short word label for at-a-glance clarity. Sanibel’s shell illustrations, when combined with simple labels, make fast recognition easier for new players.
  • Icon size and spacing: Icons should be at least 14–18mm when printed on a standard card (for table-top legibility). Leave breathing room — dense icon clusters increase cognitive load.
  • Legend placement: Put a persistent icon legend on the player mat or reference card so players don’t flip rulebooks during play.

Gameplay Flow & Accessibility Modes

  • First-game scenario: Create a reduced-rule “First Game” mode with fewer decision channels and slower pacing. Sanibel’s approachable actions lend themselves to a 15–20 minute starter session for new players.
  • Assistive turns: Add an optional “assist” rule set: automated scoring, simplified drafts, or a slow-pace timer. This helps players with processing speed or those learning English.
  • Component setup aids: Provide color-coded trays, setup mats with labeled slots, and a one-sheet setup map. At conventions, this reduces line wait times and lowers barrier to teach demo tables.
  • Alternate victory conditions: For long games, add shorter objectives or a “casual mode” scoring that preserves core strategy but shortens playtime (important for fatigue reduction).

Digital & App Integration

  • Companion apps for physical play: Offer TTS (text-to-speech) rules, auto-scoring, and a “read aloud” tour of a turn. By early 2026 more buyers expect at least a free companion PDF—consider an app with optional paid accessibility packs.
  • Tagged PDFs and web rules: Distribute rulebooks as tagged PDFs for screen reader compatibility and provide HTML rule versions with accessible markup (landmarks, headings, alt text).
  • Digital proxies & playtest builds: Release prototypes to accessible digital platforms (e.g., Tabletopia, Tabletop Simulator, BoardGameArena) and note which accessibility features are supported in the listing. See industry shifts in the broader online gaming ecosystem.
  • AI-assisted aids: Provide structured rule data (JSON/YAML) to enable community tools and emergent AI assistants to produce simplified learn-to-play guides, callout cards, or personalized rule explanations (this is common in 2025–26 tooling).

Packaging, Pricing & Product Support

  • Readable box art and spine: Large clear title text, age/length icons, and a visible component list with readable counts. Retail browsing is a discovery moment — accessibility wins sales.
  • Accessible extras: Include a folded Quick Start sheet in an easy-to-find pocket, and a detachable player reference. Consider a free download bundle with large-print cards and 3D-print files.
  • Clear SKUs for replacements: Make it easy to order replacement tactile pieces and alternate print runs. Provide a clear support page for accessibility add-ons.

Playtesting & Metrics

  • Recruit diverse testers: At minimum, run tests with players who are colorblind, low-vision, limited dexterity, neurodivergent, and those with limited English. Compensate testers and run multiple short sessions rather than one long one.
  • Measure comprehension: Time how long new players take to complete a tournament-scale first full turn, count clarifying questions asked, and record error/undo events. Use this data across design iterations.
  • Ask targeted questions: After play, ask testers: What made setup hardest? What cards/steps required rereading? Which components felt fiddly? Rank suggestions and implement the top three each pass.
  • Real-world scenario testing: Test at retail demo tables and streaming sessions; remote players will show accessibility gaps that in-person playtests miss.

Quick-start playthrough template for designers

Use this 6-step script to create your first-game scenario for testing. It forces you to make the game teachable in under 10 minutes.

  1. Set up minimal components: Only place what’s needed for the first two turns per player (limit options to reduce overwhelm).
  2. Explain the goal (30 seconds): One sentence objective, two ways to score, one win condition example.
  3. Show the turn flow (30 seconds): Use a small laminated flowcard and walkthrough one sample turn aloud.
  4. Play one scripted turn: Have players follow explicit prompts (e.g., “Choose the leftmost shell, place it on slot A”).
  5. Pause and recap: After the first round, recap key decision points and point to the Quick Start sheet.
  6. Observe and adjust: Note 3 points of friction, fix one immediately (e.g., enlarge an icon), and retest the next group.

Case studies: What Wingspan and Sanibel teach us

Wingspan — tactile tokens and intuitive layout

Wingspan set a high bar by using memorable, tactile components (eggs, food tokens) and predictable card layouts so players learn patterns visually. Design lessons you can apply:

  • Patterned card zones: Keep information in fixed zones (title/top, power/center, scoring/bottom). That reduces search time.
  • Physical mnemonics: Use distinct textures or shapes for token types. Players remember feel and sight better together.
  • Player aids: Provide an obvious player mat with labeled areas—helps to reduce setup errors and acts as a permanent legend.

Sanibel — approachable mechanics and themed clarity

Sanibel’s design emphasis on approachable theme and simpler decision trees makes it exemplar for accessibility-conscious design. What to borrow:

  • Theme that reduces friction: A familiar, low-technical theme (collecting shells) lowers cognitive load. Consider theme clarity when aiming for wider accessibility.
  • Simplified actions: Few actions with clear outcomes let designers use larger, clearer components and shorter rule text.
  • Design for family audiences: Sanibel’s intent (including designing for family members) mirrors a growing 2024–26 trend: games built to include older adults and mixed-ability groups.

Advanced strategies and 2026 predictions

As tooling improves, accessible game design will become standard practice. Here are advanced ideas and near-term predictions:

  • Personalized rule bundles: By 2026 it’s common for designers to ship rulebooks as modular downloads — plain-language, screen-reader-ready, and illustrated quick-starts — letting players pick the format that helps them most.
  • Community-driven STLs and high-contrast packs: Expect more publishers to host official STL/3D-print repositories and sanctioned high-contrast proxies; this reduces barriers to entry for players who need larger pieces. See monetization patterns for component creators in 2026: Monetization for Component Creators.
  • AI-generated tutor modes: Use structured rule data to power an AI tutor that answers rule questions, narrates rule steps, or creates personalized learning plans. This was experimental in 2024 and mainstream by 2026.
  • Standard icon sets: Watch for broader adoption of consistent icon grammar across publishers so cross-game literacy improves — think “what a card corner icon means” becoming universal.
  • Retail discoverability: Physical stores and online listings increasingly tag accessibility features (large-font, tactile components, companion app). Use these tags to improve search visibility and buyer confidence.

Testing checklist — quick reference

Print this one-sided checklist and use it during playtests:

  • Quick Start present? [ ]
  • Rulebook layers (objective → flowchart → examples) done? [ ]
  • Tagged PDF & HTML rules available? [ ]
  • Core icons paired with labels? [ ]
  • Contrast ratio >= 4.5:1? [ ]
  • Tokens >= 20mm / 3D files provided? [ ]
  • Tactile differentiation applied? [ ]
  • First-game mode implemented? [ ]
  • Assistive rules present? [ ]
  • Diverse tester session completed? [ ]

Final checklist: Prioritize these first

If you only do five things this design cycle, do these:

  1. Create a one-page Quick Start with a sample turn.
  2. Pair every icon with a short text label.
  3. Increase key numeric size on cards and ensure 4.5:1 contrast.
  4. Offer a detachable player aid and a high-contrast PDF.
  5. Run at least one playtest session with a low-vision or limited-dexterity player and deliver at least one fix.

Closing: design to include, not exclude

Accessibility stops being an afterthought the moment you treat it as a design constraint. Borrow the tactile clarity of Wingspan and the approachable first-game DNA of Sanibel, use the checklist above, and iteratively improve. The 2024–26 industry shifts — better tooling for alternative components, digital assistants, and community manufacturing — make it easier than ever to ship games that welcome more players to your table.

Actionable next step: Create a Quick Start and one assistive rule option this week. Then run one diverse playtest and implement the top fix. Small steps equal big increases in table inclusivity.

Call to action

Want the printable one-page checklist and a sample Quick Start template tailored to your game? Download the free pack at gameboard.online/accessibility (or join our monthly playtest pool to get live feedback). Make your next design the one everyone can play.

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2026-01-24T03:45:45.022Z