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Subject: Red/Green "Colour Blindness" rss

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Michael Dworkin
United States
Montpelier
Vermont
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Please remember...and act upon...the fact that one out of six men (and 1-2% of women) have significant red/green colour deficiency.

Testing the hues and shades on some sample viewers really can help....as can ensuring that cards are readily distinguishable on basis of some design feature other than colour alone.

Many thanks
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Jacob Jaskov
Denmark
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Good point. The only colours we have, where colour distinction matters is blue vs pink for the tokens. These are easily distinguishable because of difference in colour intensity (I don't know the technical term. But the blue is clearly darker than the pink). We have tested the game with more than 700 players over time using these colours and have never experienced a problem.
There are colours for symbols as well, but here the symbols themselves can be used to distinguish between what is what.
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Olivér Ősz
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And what about the colour-coded types of story cards? Green, blue or red dot in the corner.
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Jacob Engelbrecht-Gollander
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tolcso wrote:
And what about the colour-coded types of story cards? Green, blue or red dot in the corner.

Those are symbols now rather than colour coded.
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Michael Dworkin
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I am really delighted by your response on this.

It really should be on the 'basics' check list for any game design, just to make sure that all others treat it as seriously as it seems that you have done.

And, yes, using icons/designs instead of hue, and using intensity instead of hue are both strong good techniques.
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