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Telestrations
39 Accessibility Features

We've documented 39 accessibility features for Telestrations, including Playable Without Hearing, No Pressured Communication, No Pressured Reveals, Audio Cues Mirrored Visually (Or no critical audio signals) and No Close Inspection Disadvantage. Its accessibility is strongest in Physical and Getting Started but it also has features in Visual, Difficulty, Reading and Audio to reduce unintended barriers.

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.

Telestrations is a drawing, guessing party game that combines Catchphrase and Chinese Whispers. Using a wipeable game book, players work in series to sketch a secret word, guess the word, turn the page and sketch again. If the final player's guess matches the starting word, you win. More likely (and more fun) the result is creative, confusing and hilarious rather than accurate.

External examiner, Ray Billings, first checked Telestrations accessibility 3 months ago. It was re-examined by Andrew Robertson and updated 10 weeks ago.

NotesAccessibility Notes

The game requires you to be able to hold a pen in order to draw (note that "good" drawing skills are not necessary). There is an included timer that can be optional. There is a scoring system, but this can be (and is often) excluded. Opting to just play the game for fun rather than competition.

DetailsGame Details

Release Date: 01/01/2009

Skill Rating: 7+ year-olds

Players: 4-8

Genres: Communication, Creative and Brain Game

Accessibility: 39 features

Components: Dice and Pen and Pad

Developer: The Op Games (@TheOpGames)

Costs: Purchase cost

 

DifficultyDifficulty

We've documented 5 accessibility features for Difficulty in Telestrations 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 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.

No Weighing Decisions: Game can be played effectively without weighing probability or choosing between competing consequences.

Getting StartedGetting Started

We've documented 7 accessibility features for Getting Started in Telestrations 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.

Reference Aid: In addition to the main rules, a succinct quick reference card is also provided for each player to remind them of key rules, actions and currencies. This may be a separate card or integrated onto the board or cards.

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 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 5 accessibility features for Reading in Telestrations 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.

Simple Minimal Reading: Minimal reading is required. The quantity and complexity of reading are at a level that a primary/elementary student (9-year-old) could understand.

Necessary Text Visibility

How clear are the required text or numbers to play the game.

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.

Information Orientation: You don’t have to read text, numbers 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.

 

Similar Games With More Accessibility Features for Reading

If you want to play Telestrations, but it doesn't offer the Reading accessibility features you require, this similar game extends the Reading accessibility:

PhysicalPhysical

We've documented 12 accessibility features for Physical in Telestrations 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 Tiny Pieces: Game pieces are not very small. This doesn't cover cards. 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. Or you can manage this in a small space easily.

Cards

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

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 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.

No Fiddly Placement: No movement or manipulation of small pieces or cards 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 6 accessibility features for Visual in Telestrations 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.

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.

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 Telestrations 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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