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King of Tokyo (2011) - Accessibility Teardown

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by Michael Heron

For such a simple game King of Tokyo is bags of anarchic fun. Simple enough for children to play, and exciting enough to keep families interested. Its four star review means that we’d be happy to recommend it as a gaming experience. Could we do the same for it as an accessible experience? Let’s do to the game what the monsters did to Tokyo, and tear it down!




Colour Blindness

Colour blindness isn’t an issue in King of Tokyo. Monsters are identified by their own distinct appearance, and colour is not used as the sole channel of information anywhere.


Obviously colour blindness will have an impact on the aesthetics of the game, but even with a colour blind palette it looks okay.

The colour blind sensitive palette holds true even when looking at the dice.

So, we’re giving King of Tokyo a strong recommendation in this category.

Visual Accessibility

Visual accessibility is also pleasingly high – each of the monsters has a different physical profile that allows them to be differentiated by touch, and the dice are not only very well contrasted they’re also larger and chunkier than standard. The image below shows the King of Tokyo dice (in the middle) versus a 5cm over-sized d6 and two standard purple d6s.

The symbols are recessed into the faces, and the lightning, claw and heart symbols can all be differentiated by touch, as can the number 1. The other numbers too can be identified, but it’d take a little bit of practise to be sure you’re identifying them correctly. It’s very feasible, although pips would have been so much better for that. If using the provided dice is not an option, you’ll maybe have a problem. They’re d6s, although with non-standard faces. You can use accessible alternatives, but you might need as many as eight of them at a time. Otherwise you need to add some kind of book-keeping system to the targeted rerolls that serve as the core of the game.

Read the rest of this review here.

The Meeple Like Us Geeklist is here.

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