I have designed three commercially published board games and taught iterative prototyping at Concordia University for years, and this question follows me into every studio session and every classroom. Accessibility in board games has made enormous strides in the past five years: colourblind-friendly component choices are now standard for most reputable publishers, rulebooks are increasingly available in large-print and digital formats, and several manufacturers offer tactile tokens or Braille inserts on request. But almost without exception, these arrive as add-ons — a separate deck of high-contrast cards, a PDF of enlarged text, a variant rule tucked into the back of the manual. The core game, the one that ships in the box, was designed without those players in mind. This is not a question of intent. The designers I know care deeply about inclusion. The structural question is harder: should accessibility be treated as an optimisation layer applied after the game is functionally complete, or should it be embedded in the core mechanical loop from the very first prototype? When a designer builds variable turn-timing into the central action system, or makes visual information redundant through shape and texture, or structures bluffing mechanics to accommodate players who read social cues differently — those are not patches. They are design decisions that reshape the game itself. The counterargument is real: board games are material objects with real production constraints, and not every mechanic can be made universally accessible without losing what makes it distinctive. A real-time dexterity game, by its nature, excludes players with certain motor disabilities, and no amount of core integration changes that. The question is about the principle that governs the design process, not the outcome of every individual title. I want the community to weigh in on whether the design norm itself should shift: should accessibility be part of the core loop from prototype one, or is it properly handled as an add-on layer during production and publishing?

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• Accessibility as core design — it creates better games for everyone 4 (100%)
• Add-ons are sufficient — core-first accessibility constrains creative exploration 0 (0%)
• Accessibility as core design — it creates better games for everyone 100%
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