Accessibility: playing when colours are hard to tell apart

A puzzle made of colours has an obvious problem: some people cannot see some of them. Quiltoku has a set of accessibility marks built for exactly this. This guide explains how they work, what each setting does, and how to choose the one that suits you.

Turning it on

Accessibility marks are off by default. You can turn them on from the welcome card the first time you open the game, or at any time from Settings, in the Accessibility box. When the switch is on, the box shows the options that go with it, and a small preview of a board and a Double puzzle redraws as you change them, so you can see the result before you play.

Two ways to tell marks apart

Accessibility marks use two different cues, depending on the board, so that the cue is always easy to read at that size.

If you find patterns tiring to look at, there is a switch for that too: Pips instead of patterns makes small boards use pips as well.

How pips work

Think of the face of a clock. Each mark is given a place round the edge of its square, starting at twelve o'clock and going clockwise, and its pip sits there. You do not need to read the colour. You read where the dot is.

Four marks. The pips sit at 12, 3, 6 and 9 o'clock. The four colours are still there, but the pips say the same thing without them.

With more marks, the places get closer together. On six marks they sit 60 degrees apart, which is like the 12, 2, 4, 6, 8 and 10 on a clock. To keep neighbours easy to tell apart, the marks alternate between a single pip and a double pip, so two marks side by side differ in position and in count.

Six marks with colour and pips. Every second mark has a pair of pips.

On the largest boards there are too many marks to give each its own place, so the game uses half as many places and tells the two halves apart by the pips: a single pip for the first half and a double pip for the second.

Twelve marks: six places round the edge, a single pip for the first six marks and a double pip for the second six.

Choosing a look

Once the switch is on, Pips on offers three styles:

The same six marks in grey with pips. The greys are spread across the lightness range, not in simple order.
The same six marks, pips only.

Double boards

On a Double board there are two layers in each square, and you need to tell the outer layer from the inner one at a glance. Pip shades on Doubles lets you choose how:

The dark and light shading is another cue that does not rely on colour. Many players find it the quickest way to keep the two layers apart.

Other things that help

Tell us what is missing

Accessibility is never finished. If something in the game is hard for you to see, read or tap, please write through the contact page and say what device you use and what the problem is.