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Colt Express Accessibility Report

We've documented 32 accessibility features for Colt Express in the Getting Started, Reading, Physical, Visual and Audio areas to aid enjoyment of the game for different players. This report is created with input from accessibility experts and the player community to help people find games that have the accessibility features they require. Once you have found potential games on the database, there are excellent specialist accessibility sites that offer in-depth reviews to guide your purchasing decisions.

Colt Express is a traversal game where you move a bandit along an express train in the Old West to collect the most loot. Each player pre-selects moves, attacks and pick-ups that then play out together. Unusually, play becomes about planning, predicting and counteracting actions of others before watching this unravel in front of you.

NotesAccessibility Notes


The box is well organized for storage but the game does arrive with assembly instructions that may be difficult to follow unless support is available.

Report informed by Meeple Like Us assessment which offers an extended review.

Board GameColt Express
ACCESSIBILITY REPORT

DetailsGame Details

Release Date: 01/01/2014, updated in 2019

Skill Rating: 8+ year-olds

Players: 2-6

Genres: Battle, Sequencing and Traversal

Accessibility: 32 features

Pieces: Cards, Figures and Tokens

Developer: Asmodee USA (@Asmodee_USA)

Costs: Purchase cost

 

DifficultyDifficulty

We haven’t documented any accessibility features for Difficulty in Colt Express which deal with how you can adjust the challenge of play. The following games are similar to Colt Express, and offer accessibility features for Difficulty:

Getting StartedGetting Started

We've documented 6 accessibility features for Getting Started in Colt Express which deal with what support is offered to get started with the game.

Assistance Getting Started

These features aid your play of the game in terms of cognitive load on learning controls, dealing with pressure and coping with the environment and challenges.

Clear Manual: Game provides a manual that breaks play into number sections, groups information sensibly and uses illustrative pictures.

Electronic Version of Manual: A free online version of the manual provided by the publisher.

Digital Version: Official version of game is available on digital platforms to both enable remote play and aid learning rules with the computer managing systems.

Assistance Progressing

These features aid your progress through the game offering different ways of managing your pieces and progression.

Reaction-Time Not Critical: Individual game actions don’t need quick reactions. This means you don't need to quickly respond to events in the game or other players.

Low Pressure: Decisions aren’t time-limited so you can take your time with each action.

Low Impact: Decisions are low impact. If you get something wrong, you can still make up for it and/or progress another way.

ReadingReading

We've documented 8 accessibility features for Reading in Colt Express which deal with how much reading or listening comprehension is required, how well the game provides accessible text.

Reading Level

How much reading is required to play the game and how complex the language is.

No Reading: No reading is required, other than simple titles. The game either has no text or can communicate textual content with icons or other visuals.

Necessary Text Visibility

How clear is the required text to play the game.

Large Clear Text on Board (Or no text required): Text is large and clear font at least 8mm tall (22pt) on the board and any other elements that are at a distance to the player.

Large Clear Text on Cards (Or no text required): Text is large and clear 5mm tall (14pt) on the pieces that you can hold close to read.

High Contrast Text (Or no text required): Text colour contrasts to the background. The text in instructions and other information is presented in high contrast ideally with a solid background.

QR Code For Text (Or no text required): QR codes that trigger voiced versions of the text to be played audibly.

Primary and Secondary Text Distinguishable (Or no text required): Game separates non-essential flavour text from essential gameplay text, to ease comprehension. Includes games that don't have flavour text.

Information Orientation: You don’t have to read text or symbols upside-down to play the game effectively.

Clear Icons: Icons are used to simply communicate and highlight important graphical elements related to gameplay. This assumes good contrast and generally familiar symbols.

PhysicalPhysical

We've documented 9 accessibility features for Physical in Colt Express which deal with how you interact with the game components and how accommodating these are of different requirements.

Pieces

How the game components accommodate interactions through touch, shape, texture and colour.

Components are Replaceable: Game components can be replaced with alternatives that meet an accessibility requirement, that don’t conflict with game mechanics (needing to pick randomly from a bag) or another physical aspect of the game (board indentations).

No Non-Standard Dice (Or No Dice): The game uses standard numerical dice, doesn’t need dice to play or ensures dice are readable by touch.

No Paper Money: The game doesn’t use paper money.

Cards

How the game assists interaction, manipulation and management of game cards.

Large Card Size: Cards in the game at least the size of a standard playing card (64mm x 89mm). This ensures the cards work with accessibility equipment like card-holders and shufflers.

Standard Card Shape: Cards confirm to standard size so they work with card shufflers and other card management devices.

Limited Hand Management: You don’t need to hold more than 8 cards in your hand. This includes games with larger hands that require minimal in-hand card management.

No Right-Handed Advantage: Cards don't position key information in only top-left corners that favours right-handed in-hand card arrangements.

Placement

How the game assists interaction, manipulation, management and placement of game pieces.

No Unbound Placement: Game state is not easily upset by jogging the board. Components are either held in place or high friction.

Easily Verbalised Actions: The game is clearly labelled (landmarks, coordinates and so on) to make it possible to unambiguously describe game actions and relate those to the board or other pieces. This is useful for players who need others to move their pieces.

VisualVisual

We've documented 5 accessibility features for Visual in Colt Express which deal with how well the game offers visual clarity and adjustments to accommodate visual needs.

Printed Visibility

How well the art on (and design of) components support a range of visual needs.

High Contrast Colours: Key information uses high contrasting colours between background and visual elements. This is a ratio of at least 4:1.

Component Identifiability

How easy it is to see and identify the components you need to work with to play the game.

Outline Key Elements: Game uses a highly distinctive visual silhouette for essential elements required to play the game. This may be from the shape of game elements or by applying a bold outline or backing colour. It may also be clear text if that is the only pertinent information

No Busy Backgrounds: Game board or cards have a simple or monochrome design to aid in identifying game elements when observed in play on top of the board.

Easily Verbalised Game State: Other players can describe the state of both their playing area and shared areas for players unable to see them. The verbalised game state is not too complexed to memorise.

No Close Inspection Disadvantage: If necessary, players can inspect similar pieces to distinguish them without time limit or risk of leaking gameplay intention.

AudioAudio

We've documented 4 accessibility features for Audio in Colt Express which deal with how the game supports player communication to meet a range of requirements.

Communication

How the game accommodates different styles of communication, particularly non-verbal.

Audio Cues Mirrored Visually (Or no critical audio signals): Where audio cues (soundtrack, player utterances and shouts) are critical for play, there are visual equivalents to ensure players with hearing impairments aren’t disadvantaged as a result of the loss of incidental sound.

No Pressured Reveals: No reliance on revealing actions or choices simultaneously. This ensures players who can’t perform the revealing action in real-time aren’t excluded.

No Pressured Communication: Game doesn’t require you to speak over (or louder or faster than) other players. The game includes gaps where only a single player is permitted to communicate and make their point.

Playable Without Hearing: You can play the game without the need to hear other players or sound made by game elements. Where other communication channels can be used if you have a supportive set of players, this is only included if communication can be low pressure.

VSC LogoAccessibility Report supported by VSC Rating Board, PlayabilityInitiative and accessibility contributors


Taming Gaming Book Written by parents for parents, the database complements the in-depth discussion about video game addiction, violence, spending and online safety in the Taming Gaming book. We are an editorially independent, free resource without adverts that is supported by partnerships.

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