The person who quietly stops playing
There is usually one. They do not complain. They just drift out.
It gets read as not being into it. Often it is something smaller and more fixable. They could not read the card from where they were sitting. They missed what was called and did not want to make everyone repeat it. The game moved at a speed that assumed everyone processes at the same rate.
Nobody was excluded on purpose. The game just quietly assumed things, and somebody at the table did not match the assumption.
Most of what follows costs nothing. It is mostly noticing.
Do not make hearing it the only way to play
The biggest single assumption in traditional bingo is that you can hear the caller.
If one person in the room cannot, they are not playing a harder version of the game. They are not playing.
The fix is not to shout. The fix is to have it visible somewhere as well as spoken. If it is on a screen, hearing it becomes a convenience instead of a requirement.
This is also why a caller is worth thinking twice about generally. It puts the whole game through one channel, and any channel with one path through it excludes whoever cannot use that path.
Never let colour be the only signal
Around one in twelve men has some form of colour vision deficiency. In a room of forty, that is a few people.
If your marked squares differ from your unmarked squares only by colour, some of them are looking at a board that mostly looks the same as it did before.
The rule is simple. Colour can carry meaning, but it cannot be the only thing carrying it. Shape, position, text, a mark that is visibly a mark. Something that survives the colour being removed.
Easy way to test it: take a screenshot and put it in black and white. If you cannot tell what is marked, neither can some of the room.
Speed is an accessibility feature
Pace excludes more people than almost anything else, and it is the one nobody thinks of as accessibility.
A game that moves fast assumes everyone reads fast, processes fast, and has hands that do what they are told immediately. That is not the table. That was never the table.
Anything self-paced sidesteps the whole problem. If people mark their own squares when they notice them, then reading speed, reaction time and dexterity stop being entry requirements. Somebody who takes a minute longer is not behind. They are just playing.
The general principle here is the same one that makes a game survive phones and latecomers: nothing should be waiting on any one person. That turns out to be an accessibility property too, which is not a coincidence.
Small things that cost nothing
Seat people where they can see. The most common accommodation in the room is a chair, and nobody thinks to offer it.
Say it and show it. Both, always. Costs nothing, catches most of the gap.
Write squares in plain words. Long clauses and clever phrasing are a barrier before they are a joke. Short squares are better squares anyway.
Let marks be undone. People misread things. If a wrong tap is permanent, you have made the game stressful for whoever is least sure of themselves.
Do not make anybody perform. Games that require you to speak up in front of a room exclude anybody who would rather not, for whatever reason. Let participation be quiet.
Ask, do not assume. The person knows what they need better than you do, and would generally rather be asked once than accommodated wrongly all night.
Where hosts get this wrong
Treating it as a special case. It is not a ramp bolted on the side. A game that is readable, self-paced and quiet to join is a better game for everybody in the room, not a compromised one.
Announcing the accommodation. Do not narrate it. Nobody wants their evening to include being an agenda item.
Assuming you can see who needs what. Most of it is invisible. Hearing, processing, vision, anxiety, a tremor somebody manages quietly. Build for the room you cannot see.
Fixing it at the end. The person who drifted out at eight o'clock is not coming back at nine because you improved the lighting.
Questions people actually ask
Is this not a lot of effort for one person?
It is usually not one person, and it is usually not effort. Bigger text and a chair with a view are not a project. And the changes make the game better for the other thirty-nine, which is the part people miss.
What if I get it wrong?
Ask. Getting it wrong quietly and carrying on is the only real failure. Most people are glad to be asked and mildly tired of being guessed at.
Does a screen help or hurt?
Both, depending. A screen lets the game be self-paced, which helps a lot, and it can be zoomed like any other page. It also assumes a device and some comfort using one, and a small board on a small phone is a small board. Have a way for somebody to play alongside another person if they would rather.
What is the single highest-value change?
Remove the caller, or make the caller optional. It collapses the hearing problem, the pace problem and the being-put-on-the-spot problem in one move.
