Obstacles to accessibility comes in many forms when dealing with something so simple as dice as commonly used in any number of games, especially table-top RPGs where a mixture of such dice are often needed.
Those that are colorblind in any way, have poor vision, or vision processing issues such as dyslexia, all face obstacles joining us all at the table to game. This project started as a way to address the first item above, and while working on the project I noticed the other issues could be addressed at the same time.
A core concern for any dice replacement (or even dice themselves) is are they balanced and do they have an even distribution.
For the full deck across every dice type every possible option is present an equal number of times. 120 is the least common multiple for the standard polyhedral dice of D4, D6, D8, D10, D12, and D20.
Every card totals to thirty-three points of dice value, meaning there are no weak or strong cards in the deck. Removing cards with a "one" for the D20 also ends up removing high values across all other dice, and vice-versa. So for systems where most dice are used there's no benefit to trying to tamper with the deck.
Removing the D8 from strict consideration allows for the half-deck subsets, with both halves keeping a mean average of 4.5, however one half ends up with a median of the mode of 4, with the other half a 5. That's statistics technobabble for saying that the half-deck subsets are still as fair as physically possible.
The only caveat to strict probability is that these cards have a built-in 'luck limiter' because there are only, for example, six of any given value for the D20 dice slot. So if all six 20's are drawn you can't draw any more until the deck is reshuffled. But conversely if all six 1's are drawn you can't draw those any more either. So the "dice" can only get so hot or cold with this deck system.
Starting with colorblindness - Instead of the usual primary-color choices of red/blue with spot gold, yellow, and/or green details this deck only uses two colors: Light teal with a black outline, and a dark orange.
These colors, while looking somewhat garish in digital format in large color blocks on screen, are much less obnoxious in printed form on the physical cards. These colors are in fact slightly tweaked from the most commonly suggested orange/cyan pairings to optimize them for print clarity without resorting to spot color printing.
Color is used in an extremely limited fashion for tertiary and decorative aspects only; the primary use case of these cards is kept strictly black lettering on a white background for maximum contrast.
All text on the cards is being printed using the OpenDyslexic font; while there are valid discussions on how optimal this font is for general use, for numbers it's a generally useful option as every digit has a strong orientation.
The card name is a unique combination for every card in each 60-card sub-deck (there is both a Joker and Page in each suit in addition to the common ranks), and are the primary areas where color is added. They assist with easily verifying no cards are duplicated or missing, and allow the decks to be used as normal playing cards as well.