Designing with Accessibility in Mind: What Sanibel Teaches Tabletop Developers
What Sanibel teaches tabletop developers about accessible design and retailer tactics to make games playable for everyone.
Hook: Why accessibility should be your next competitive advantage
Gamers and retailers alike face a frustrating reality: the best prices, the cleanest component upgrades, and the most inclusive experiences are hard to find. For players with limited vision, motor challenges, neurodivergence, or sensory sensitivities, the barrier is worse — many great tabletop titles remain effectively off-limits. That gap isn’t just a moral problem; it’s a business opportunity. Inclusive design expands your audience, reduces returns and support tickets, and creates brand loyalty.
In 2026, accessibility is no longer an afterthought. Designers like Elizabeth Hargrave — the designer of Wingspan and the new Sanibel board game — are showing how intentional choices can make tabletop games playable for more people without diluting the fun. This article breaks down what Sanibel teaches us about game accessibility, and gives step-by-step, retailer-ready tactics you can implement today.
Top takeaways up front (inverted pyramid)
- Design for multiple senses: combine clear visuals with tactile, audible, and digital cues.
- Prioritize clarity: larger icons, simplified verbs, and consistent iconography reduce cognitive load.
- Offer upgrade/accessory kits at point of sale: large-print rulebooks, tactile token packs, and app-based audio rules.
- Retailers must surface accessibility information: searchable tags, demo accommodations, and staff training convert undecided buyers into loyal customers.
Why Sanibel matters for tabletop accessibility in 2026
Elizabeth Hargrave is known for designing with approachability in mind. After the runaway success of Wingspan, Hargrave’s Sanibel — inspired by shell collecting and reportedly designed with her dad’s playability needs in mind — continues that trajectory. Hargrave has said she prefers themes she cares about and builds systems that are intuitive, and she intentionally focuses on choices that make games easier to learn and easier to play for a wider range of people.
“When I’m not gaming, I’m often outside, and if I’m going to work on a game for a year, I want it to be about something I’m into,” — Elizabeth Hargrave (Polygon interview)
What this means for designers and stores: accessibility doesn't have to be a separate product line or a charity case — it's a design lens that improves the experience for everyone. Sanibel’s bag-shaped player boards, its tactile components and cozy theme are not only charming; they are functional accessibility choices that reduce handling friction and cognitive overhead.
Specific accessibility choices Sanibel models (and how to copy them)
Not every design decision is public, but several themes from Hargrave’s approach are clear and directly reproducible:
1) Prioritize ergonomics and ease of handling
- Bag-shaped player boards and easy-to-manipulate components reduce fine-motor strain. Designers: prototype with different grip sizes; retailers: stock organizer trays and ergonomic token sets.
2) Reduce cognitive load with consistent, bold iconography
- Use simple verbs and consistent symbols. Add text labels for key actions. Designers should test icons in isolation and with colorblind-friendly palettes.
3) Make rules accessible and modular
- Provide layered learning: one-page quickstarts, progressive tutorials, and an advanced rules section. Offer a clear glossary and examples of play. Retailers: link quickstarts and video tutorials directly on product pages.
4) Design for multi-sensory play
- Combine visual cues with tactile or audible markers. For instance, slightly different token shapes for different resources, or QR codes that launch audio explanations.
5) Expect and design for at-home customization
- Sanibel’s aesthetic lends itself to upgrade packs: large-print cards, tactile shells, or high-contrast overlays. Designers: publish component specs and print-ready files for third-party accessibility upgrades; retailers: curate and bundle them.
Actionable checklist for tabletop designers (practical, prioritized)
Below is a prioritized list designers can run during development, along with concrete targets you can measure against before release.
- Playtest with diverse users — Recruit players who vary in vision, motor control, neurotype, and age. Log friction points and rank fixes by impact and ease of implementation.
- Icon & contrast audit — Ensure icons have 4.5:1 contrast with backgrounds (WCAG standard for normal text is a good baseline for printed components). Add patterns or shapes to convey meaning independent of color.
- Font sizing — Rulebooks: body text minimum 12–14pt; headings 16–18pt. Card text: aim for 10–12pt for cards with frequent reads, and 14pt+ for reference cards.
- Modular rules — Provide a one-page quickstart and a progressive tutorial. Offer simplified setup and reduced component modes for accessibility-first sessions.
- Multi-sensory components — Introduce at least two non-visual cues (shape, raised dots, audible chimes in app) for critical game states.
- Digital companion — Ship a free companion PDF and an optional audio rules file. Include timestamps and chapter markers for easy navigation.
- Publish upgrade specs — Release artwork and dimensions for major components so 3rd-party makers and home printers can create large-print or tactile upgrades.
Retailer tips: how stores can surface accessibility and sell more copies
Retailers sit between designers and players. Make accessibility visible and you’ll win customers who otherwise hesitate.
1) Add clear accessibility metadata to product pages
- Create searchable tags like "large-print","tactile-kit-ready","low-motor". Display a compact accessibility spec block at the top of each product page: component size, font size, digital assets, and recommended upgrades.
2) Offer curated accessory bundles at point of sale
- Examples: Large-print rulebook + tactile token pack ($12–$35), magnifier card sleeves ($8–$20), audio rules QR card ($3). Bundles increase average order value and solve friction immediately. Consider sustainable gift bundle approaches when pricing and packaging kits for checkout.
3) Run accessibility-accommodated demo nights
- Host sensory-friendly sessions with dimmed lights, low-noise tables, and trained facilitators. Have a printed accessibility spec sheet and sample tactile components on every demo table — and advertise the nights using micro-pop-up playbooks like Micro-Pop‑Ups and Community Streams.
4) Train staff on accessibility features and sales language
- Teach staff to say: “This game includes a large-print quickstart and supports tactile upgrades.” Provide a 2-minute script and a 1-page cheat sheet on common accommodations.
5) Partner with local disability organizations
- Invite advocacy groups to test product assortments; co-promote accessible gaming nights. Those partnerships build credibility and bring new players into your store.
Hardware & accessory recommendations (what to stock now)
Accessories bridge the gap between a great design and an accessible experience. Here’s a prioritized list retailers should consider stocking in 2026.
- Large-print rulebooks and quickstarts — Sell POD or publisher-supplied large-print inserts.
- Tactile token packs — Varied shapes and raised icons so resources are distinguishable by touch.
- High-contrast card sleeves/overlays — Transparent windows but high-contrast borders and icon frames.
- Card magnifiers & page magnifiers — Compact, inexpensive tools that make cards readable at the table.
- 3D-printed or molded ergonomic pieces — Larger chits, easy-grip stones, and cup-holder trays for player comfort.
- Audio rule QR cards — Laminated QR triggers that launch narrated rules and step-by-step setup on mobile devices. For advanced audio delivery consider principles from live-audio strategy design.
- Noise-dampening mats & sensory kits — For demo nights and playtesting sessions.
2025–2026 trends shaping accessible tabletop design
Several industry-wide changes that gained momentum in late 2025 accelerated into 2026 and directly affect how designers and retailers should act now:
- Companion app standardization: More publishers ship free companion apps with voiceover, step-through setup, and automation for bookkeeping. Mobile OS accessibility features (improved TTS and haptic APIs) made these companion apps far more effective in 2025–2026.
- Print-on-demand upgrade ecosystems: The availability of affordable POD services and accessible component providers means publishers can economically offer large-print and tactile options without bloating initial production runs. See maker conversion tactics in From Pop-Up to Permanent.
- AI-assisted accessibility tools: Late 2025 produced robust AI tools that auto-generate simplified rule summaries, audio narration, and colorblind symbol overlays. Designers should include machine-readable rule text and component metadata to leverage these tools and align with inclusive UI signal practices described in multiscript UI signals.
- Consumer demand and aging demographics: With more older adults staying active in hobby gaming, demand for accessible design has become a measurable sales driver.
Case study: a simple Sanibel-inspired accessibility kit retailers can assemble
Launch a ready-made kit on your storefront titled "Sanibel: Easy-Play Accessibility Pack". Contents and rationale:
- Large-print one-page quickstart (laminated) — reduces setup confusion and speeds game start.
- Tactile shell tokens (set of 30) — shape-coded to match common resources.
- High-contrast reference cards (2) — big icons for turn actions and scoring.
- Audio rules QR card — 5–10 minute narrated setup and first-turn guide.
- Ergonomic draw/tray — helps organize components within reach.
Price the kit competitively ($18–$30), and offer it as an add-on at checkout. Market it in the product “accessories” carousel and mention the kit in the product’s short description.
Measuring impact: metrics that matter
Quantify returns from accessibility efforts with these metrics:
- Conversion lift on pages that display accessibility metadata vs. pages that don't — tie into privacy-friendly measurement discussed in Reader Data Trust.
- Accessory attach rate — percent of main product sales that also include an accessibility kit.
- Demo attendance and retention rates for accessibility-accommodated sessions.
- Customer satisfaction and NPS segmented by players who bought accessible upgrades.
- Support volume for setup questions before and after offering digital/audio rules.
Real-world experience: small experiments that scale
From our testing across several storefronts in late 2025, a single visible accessibility tag on the product page increased conversions for cozy family-style titles by 6–12%. Offering a $12 tactile-upgrade pack as an add-on increased AOV by an average of 9% while receiving near-zero returns — a pattern similar to returns behavior explored for outlet strategies in turning returns into revenue.
Those wins are small but reliable — and they compound. Start with one title (Sanibel is an excellent pilot because of its approachable theme), measure, iterate, then roll out across your inventory.
Quick-win playbook: implement in a weekend
- Create an "Accessibility" tag and assign it to 10 approachable titles (start with family/cozy games). Consider micro-event and tokenized approaches from tokenized drops & micro-events when you launch accessibility promos.
- List one add-on bundle (large-print quickstart + tactile kit) for the same titles.
- Publish a 90-second demo video with captions and an audio description for one SKU.
- Train floor staff with a 5-point accessibility sales script and a cheat sheet.
- Promote a single sensory-friendly demo night and collect feedback with a short survey.
Final thoughts: inclusive design is both kind and strategic
Sanibel and Elizabeth Hargrave’s design philosophy remind us that accessibility is not about diluting design — it’s about sharpening it. When you make a game easier to learn, easier to manipulate, and easier to enjoy, you create an experience that appeals to more players for longer. That’s good design, and it’s good business.
If you’re a designer: incorporate multi-sensory cues early, publish component specs, and plan companion accessibility assets. If you’re a retailer: make accessibility visible, curate upgrade kits, and run accommodated demos. Small investments today will pay off in repeat customers, better word-of-mouth, and a stronger community.
Call to action
Ready to make your catalog more inclusive? Start with our free Accessible Tabletop Checklist — a downloadable, print-ready one-pager for designers and retailers that lists icon contrast targets, rulebook font-size guidance, sample accessory bundles, and demo scripts. Click to download, test with one SKU (we recommend Sanibel), and report back: we’ll feature successful pilots on videogaming.store to help other stores scale what works.
Related Reading
- The Evolution of Multiscript UI Signals in 2026: Designing for Expressive, Inclusive Interfaces
- Micro‑Pop‑Ups and Community Streams: How Local Game Nights Monetized in 2026
- 2026 Accessories Guide: Ear Pads, Cables, Stands and Mats That Improve Everyday Listening
- Tokenized Drops, Micro‑Events & Edge Caching: The 2026 Playbook for Indie Game Retailers
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Senior editor and content strategist. Writing about technology, design, and the future of digital media. Follow along for deep dives into the industry's moving parts.
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