Close search results

Legacy of Dragonholt Accessibility Report

We've documented 34 accessibility features for Legacy of Dragonholt in the Difficulty, 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.

Legacy of Dragonholt is a tabletop role-play game in the style of Dungeons & Dragons. Here though, things are approachable and less reading and no-one (game master) who has to run the game. With up to six friends, you quickly build unique heroes explore a central village hub-world and embark on choose-your-own-adventure narrative. The twist is that which choices you can make depends on your characters, and the variety of branching paths are huge.

NotesAccessibility Notes


The assumption here is that you aren't playing the game solo - support from another player will be required to get the fully physical and visual accessible experience. For players without hearing it will help to pass the book around, or use an additional digital/physical copy.

You get a character sheet to help keep track of progress with your character and the game, rather than a detailed reference sheet.

The game is largely run from a book that has a range of text sizes. Although this is reasonably clear, it takes effort to identify primary/instructional and secondary/flavour text. Text size and contrast is quite small and varies. Some elements have handwriting style fonts and ornamented backgrounds that don't help readability..

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

Board GameLegacy of Dragonholt
ACCESSIBILITY REPORT

DetailsGame Details

Skill Rating: 10-14 year-olds

Release Date: 01/01/2017

Genres: Narrative and Role-Play

Accessibility: 34 features

Pieces: Cards and Tokens

Developer: FF Games (@FFGames)

Players: 1-6

Costs: Purchase cost

 

DifficultyDifficulty

We've documented 5 accessibility features for Difficulty in Legacy of Dragonholt which deal with how you can adjust the challenge of play.

Difficulty Options

No Memorisation Advantage: You don’t need to memorise and recall the state of the game, cards played, sequences and resources to play the game well. Players who are able to do this more easily are not at an advantage.

No Hidden Information: All players can see the full state of the game at all times.

No Deceit Advantage: No game mechanic where players need to deceive each other to progress. This includes bluffing and lying.

No Colour Advantage: Game can be played without colour-blindness being a barrier to performance.

No Mathematics Advantage: Game can be played effectively without doing more than simple counting. It doesn't require calculations or working with large numbers.

Getting StartedGetting Started

We've documented 6 accessibility features for Getting Started in Legacy of Dragonholt 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.

Getting Started Video: Game provides a tutorial video to get you started. This video must include subtitles and offer real examples of play.

Assistance Progressing

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

Play Order Tokens (Or play order doesn’t change): Where player order impacts the game or there are multiple play phases the game provides a means of keeping track of this. Includes provision of play order tokens or use of piece/board orientation.

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.

ReadingReading

We've documented 1 accessibility feature for Reading in Legacy of Dragonholt which deals 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.

Extensive Complex Reading: Extensive reading required. The quantity and complexity of reading is suitable for someone who loves long books and enjoys extended dialogue or narrative descriptions.

PhysicalPhysical

We've documented 13 accessibility features for Physical in Legacy of Dragonholt 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.

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 Tiny Pieces: Game pieces are not very small. The target size for this is not less than 20mm wide and not less than 2mm thick.

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

No Sprawl: You can play the game on a small surface (train table or hospital bed table) of approximately 1/2 meter square.

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 Excessive Card Shuffling: You don’t need to shuffle the deck of cards more than twice per total play of the game. This wouldn’t include games like Poker.

No Right-Handed Advantage: Cards don't position key information in 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.

Player Components Not Shared: Key components are not shared so you can organise them as best suits your needs. Keeping them close to you. Organising them in useful groupings.

No Fiddly Placement: No movement or manipulation of small pieces in limited space on a board or other location.

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 Legacy of Dragonholt 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.

Colour Blind Friendly Design: Game prioritises the use of colour blind friendly palettes. This eases distinguishing elements of the game where colour is used. Ensure colour blind supporting graphics can be easily described or verbalised.

Double-Coding Colour: Colour is not the only way to distinguish elements. This includes games that make use of texture, shapes, symbols or other visual differentiation, to supplement colour information.

Component Identifiability

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

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.

Playable Without Sight: Standard version of the game is playable without sight. This includes playing with the usual assistive aids/approach for blind players (and where teammates can perform this function) but doesn’t include games you have to recreate wholesale.

AudioAudio

We've documented 4 accessibility features for Audio in Legacy of Dragonholt 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, this is only included if communication can be low pressure.

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


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.

Subscribe to our free newsletter

Subscribe
PlayStation
Carina Initiatives
Xbox
YouTube
Facebook
Twitter
Discord
Contact Us
About