Six Board Game Accessibility Fails, and How to Hack Them: Part Two

Board Game Accessibility Fails and How to Hack Them: Part Two, background is a close up of wood tokens and dice

In part one of this series, I covered the inaccessibility of hidden information, dexterity mechanics, and real-time games. Below are three more game mechanics and styles that prohibit me (and other disabled folks) from enjoying board games to their fullest. As always, please share your thoughts in the comments, or send a tweet to @geekygimp!

Component Heavy with picture of trains in ticket to rideComponent Heavy

The Problem: While component-heavy games could be appealing, especially when it comes to miniatures, they present an access barrier. Some games require different tokens to track a plethora of stats, points, and movements; add in multiple card decks and 20 robot miniatures, and you’re inundated with cardboard and plastic. I have trouble extending my arms, and my table space is limited, making it hard to keep all the components separate and organized. For someone with shaky hands, stackable tokens and exact component placement render many component-heavy games difficult or entirely inaccessible.

Read moreSix Board Game Accessibility Fails, and How to Hack Them: Part Two

Six Board Game Accessibility Fails, and How to Hack Them: Part One

Six Board Game Accessibility Fails, and How To Hack Them: Part One

I’ve always needed help playing board games, as I don’t have the range-of-motion, strength, or dexterity to do it on my own. There are actions I can do, like roll dice or pick up a card, and others I can’t, like shuffling or reaching to move pieces across the board. Gaming has always been an act of interdependence, much like all my activities of daily living, and something I’ve adapted to over the years with personal hacks.

House rules and small-scale solutions can work, but what if these adjustments were baked into the game? Thoughtful and inclusive design doesn’t just mean more disabled people can play, but it can improve the quality of the game for everyone.

In this two-part series, I point out six access barriers I’ve encountered in tabletop gaming and offer potential solutions that can work right out of the box. These access issues are from my perspective as a physically disabled individual, and the hacks below may not apply or work for everyone, but I hope my words can be a resource and starting point for designers and players alike.

Read moreSix Board Game Accessibility Fails, and How to Hack Them: Part One

The Geeky Gimp’s Best of 2016

The Geeky Gimp's Best of 2016. Image of Erin overlayed with fireworks.

While 2016 has been a difficult year for many, I want to reflect on my favorite things that helped me get through the hardest days. Our joy and entertainment, our binge-watching Netflix or slipping away for a few hours with a good book, will aid us now and in the coming years. I hope you enjoy my Best of 2016 list – in the comments below, let me know what you think of my choices, and what’s on your best-of list!

Best Video Game: Stardew Valley

Best video game: Stardew Valley by Chucklefish

By far my most-played game this year, clocking in at 129 hours and counting. You leave a dull office job and travel to Stardew Valley, a small, struggling community with a farm you’ve just inherited from your grandfather. By growing, harvesting, and selling crops, as well as caring for livestock, you earn enough money to expand your farm and help rebuild the derelict community center. You can also go fishing and mining to level up your character. The game never punishes you too much, and there are no time limits for the overall goals; this eliminates the boring grind of most farming sims. Despite all the hours put in, I feel like I’ve just scratched the surface. Pick this up if you liked Harvest MoonAvailable on Steam.

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Review of The 100 Greatest Console Video Games: 1977-1987

Erin reading the book, looking up at the camera

Cover of book, looks like a NES gameDo you remember the first console game you played? For me, it was probably Video Olympics (with Pong included) or Asteroids on the Atari 2600. Turning that knob to slide the paddles up and down, or pushing that joystick to avoid enemy fire was pure joy for my 5-year-old self. Those pixelated titles ushered in the Golden Age of video games, and it’s striking to see how far we’ve come since then. While we may scoff at console graphics of the late 70s and early 80s, we have to keep in mind how mind-blowingly advanced these systems were for their time. I’m sure 20 or 30 years down the line, PS4 games will pale in comparison to whatever technology has in store for us.

There’s a lot of interesting stories to tell about early console design that deserve attention, and Brett Weiss’ book, The 100 Greatest Console Video Games: 1977-1987, zooms in on this revolutionary era of gaming. It serves not only as a trip down memory lane, tapping into that nostalgia we so longingly crave, but it acts as an archive and provides a definitive history of popular titles.

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Pokemon Go: Developers Drop the Pokeball on Accessibility

Three shelves filled with plush Pikachu at a store

I was excited for a new, free Pokémon game – until I realized it wasn’t accessible.

I don’t begrudge anyone their fun with Pokémon Go. It’s a good way to get folks out and around in their community if they have the ability to do so. Seeing strangers bond over a shared interest is fantastic. Some have said it helps with their mental and emotional well-being. But developers are ignoring a significant portion of gamers – disabled people. Inaccessible games are nothing new (listen to me talk about it), but we can’t accept the status quo when it increasingly and continually marginalizes us.

So, what makes Pokémon Go not accessible for me and other disabled users?

Read morePokemon Go: Developers Drop the Pokeball on Accessibility

The Siblings Trouble – Interview with Eduardo Baraf

The Siblings TroubleI interviewed designer Eduardo Baraf this past summer about his new game, Lift Off! Get Me Off this Planet! It was successfully funded on Kickstarter, with copies on their way to backers as I post this. Now, Ed is launching a new game on Kickstarter called The Siblings Trouble, with gorgeous artwork and fantastic gameplay mechanisms that give it an epic RPG feel. Check out my interview with Ed below to learn more about the game, which launches today!

GG: Hi Ed, thanks for joining me again to talk about your upcoming game, The Siblings Trouble! Before we get into the details about that, how are you doing? How are things going/where are you with Lift Off! Get me off this Planet!?

Ed: Personally, I’m doing well. Life is busy, but in a good way. My family is healthy and I’m making lots of stuff, which makes me happy. Lift Off! Get me off this Planet! is going well. We were delayed on a few components, but all of the final manufacturing is complete and all copies have left PandaGM in China! The games are now starting the process of being shipped around the world and should be in players hands end of April to mid-May.

Read moreThe Siblings Trouble – Interview with Eduardo Baraf

Tabletop Game Review #9 – Mining Maniac

CoverMany thanks to Andrea for sending me this to review. Her design is a unique game that is just revving up on Kickstarter, so check out my thoughts to see if this is something you want to pick up! As always, leave your comments below to let me know of any questions or concerns you may have. Enjoy!

Overview:

Game: Mining Maniac

Designer: Andrea Tsang

Artists: Chung Fong and Vincent Tang

Publisher and Date: X-Axis Production, 2014

Players: 2 to 4, but up to 6 with a future expansion

You’ll like this if you like: Harbour and other market manipulation games.

In Mining Maniac, players act as executive officers of their own mining companies. The object is to amass the most cash by the end of the year, sabotaging your competitors and dodging their attacks along the way. Choose from among your best workers to go out and mine for precious gems, coal, copper, and gold. You can sell the minerals at their current market price, or hold out until next month when they’ll be worth more money. But watch out for unexpected events like collapsed mines, taxes, labor strikes, market crashes, and landslides; these obstacles will hinder your progress and affect the profits of your company! 

Read moreTabletop Game Review #9 – Mining Maniac

Tabletop Game Review #6 – Mint Tin Aliens, Mint Tin Pirates

Click to enlarge.

Like many board game reviewers, I have a twitter account for engaging with my followers and to keep tabs on what’s happening in the gaming community. One of my followers, David, posted about these new games he was creating that fit entirely in Altoid-like mint tins. I was intrigued, and found his obvious love of the hobby and enthusiasm refreshing. Over the course of a few months, we exchanged ideas, gave each other feedback on our respective projects, and grew to be friends. As the Kickstarter for David’s games revved up, he kindly sent me a copy of both Mint Tin Aliens and Mint Tin Pirates, knowing I would give an honest review of his games.

So here we are, a few days before his Kickstarter ends, and I’m finally ready to show you these (spoiler alert!) awesome games. I’m going to review each separately, since they both give you a completely different gaming experience. Also, many thanks to Ing for the fantastic piece of art he created just for this review! You can purchase a print of his work here.

Read moreTabletop Game Review #6 – Mint Tin Aliens, Mint Tin Pirates

Tabletop Game Review #5 – Paperback

During one of my daily BoardGameGeek website visits, I came across Paperback, a game by designer Tim Fowers. It was only on Kickstarter, with a few people receiving and playing prototypes. Advertised as a Scrabble-like deck builder, I knew I had to back it. I’ve been playing Scrabble with my family since I was a kid, and I figured this was something I could enjoy with my parents. About six months after the Kickstarter, I received Paperback in the mail. I had completely forgotten that I’d ordered it, so talk about a pleasant surprise! I managed to play two games of it since then, and you can read my thoughts in this review. Currently, the only way to buy this game is to find it on auctions, or pre-order the second printing. You can order it here (click me!), and I strongly encourage it if it seems like something you’d enjoy. Once pre-orders reach 500, the printing will proceed, and you will not be charged until that goal is reached. But I have no doubt it will happen.

Also, this is a special review because I am co-hosting/co-reviewing with Mr. Richard Ham of Rahdo Runs Through! I’m a huge fan of his videos, and I can’t believe I am getting the opportunity to collaborate with him. Thanks to Richard, my wallet has suffered from buying the games he features on his channel. I can’t say I mind, though my mom is a bit annoyed at the stacks of board games taking over the house. C’est la vie! There is a great interview at the end of this review, and once Richard posts his video and final thoughts, I will include them in this post. [Edit: the videos are now below!] Meanwhile, check out his run throughs on YouTube by clicking the link in this paragraph.

This review also will be different because I am trying out a slightly new format. Let me know which you like better in the comments – just check past tabletop reviews for comparison. I’m always trying to improve, so feel free to give constructive criticism 🙂 Now, on to the review! As always, click on the images to enlarge them.

Paperback box
Paperback box.

 

Overview:

Game: Paperback

Designer: Tim Fowers

Artist: Ryan Goldsberry

Publish Date: 2014

Players: 2 to 5 gamers, ages 8 and up

You’ll like this if you like: Scrabble, Dominion, Boggle

Read moreTabletop Game Review #5 – Paperback