Lost Ruins of Arnak Accessibility Report
We've documented 24 accessibility features for Lost Ruins of Arnak 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.Lost Ruins of Arnak is a collecting game where you explore an uninhabited ancient island. You play Action cards to find resources, defeat monsters and uncover treasures. It is a game about overcoming your limitations and fears in order to fully uncover the secrets and treasures that Arnak has to offer.
This report applies to the latest version of Lost Ruins of Arnak. Older versions may have different accessibility profiles.
Report informed by Meeple Like Us assessment which offers an extended review.
We've documented 5 accessibility features for Getting Started in Lost Ruins of Arnak 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.
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.
We've documented 5 accessibility features for Reading in Lost Ruins of Arnak which deal with how much reading or listening comprehension is required, how well the game provides accessible text.
How much reading is required to play the game and how complex the language is.
Moderate Reading: Moderate reading required. The quantity and complexity of reading are at a level that a high school student (14-year-old) would appreciate.
Necessary Text Visibility
How clear are the required text or numbers to play the game.
Large Clear Text on Cards (Or no text required): Text or numbers are large and clear 5mm tall (14pt) on the pieces that you can hold close to read.
High Contrast Text (Or no text required): Text or number colours contrasts to the background. The text in instructions and other information is presented in high contrast ideally with a solid background.
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.
Clear Icons: Icons are used to simply communicate and highlight important graphical elements related to gameplay. This assumes good contrast and generally familiar symbols.
We've documented 7 accessibility features for Physical in Lost Ruins of Arnak which deal with how you interact with the game components and how accommodating these are of different requirements.
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 Paper Money: The game doesn’t use paper money.
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.
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 or cards in limited space on a board or other location.
We've documented 2 accessibility features for Visual in Lost Ruins of Arnak which deal with how well the game offers visual clarity and adjustments to accommodate visual needs.
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.
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
We've documented 4 accessibility features for Audio in Lost Ruins of Arnak which deal with how the game supports player communication to meet a range of requirements.
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.