Working with Localization Partners in 2026
Our mission is to bring joy to tabletops worldwide. Approximately 20% of the world speaks English, so if Stonemaier Games only published products in that language, we would miss out on serving on 80% of potential tabletops. We currently work with 40+ other publishers around the world to accomplish that goal, amounting to around 13% of our annual revenue.
Specifically, my coworker, Susannah, coordinates with those publishers (aka localization partners). For example, when the Viticulture: Bordeaux Expansion English files were approved by our manufacturer in mid-2025, Susannah shared the source files for translation and the price per unit at different quantities with our localization partners. For any who decided to participate, Susannah kept them (and me) up to date with any potential revisions found during the translation process.
Important: Every localization partner is a publisher, completely independent from Stonemaier Games. Any information about localized games is for localization partners to share when they’re ready. You’re always welcome to express interest in any Stonemaier product with our localization partner for your preferred language.
I last wrote in detail about localization in 2016. The original article is still relevant, hence why I haven’t updated it, but today I’ll outline the process we’ve refined over the years. This is not the only way to coordinate localization; it’s just what we’ve found works well for Stonemaier Games and our partners. This is roughly in chronological order:
- I don’t try to make our games language independent (i.e., all icons), as I find that a complex mesh of icons almost always impedes accessibility, limits the scope of creative abilities, and decreases thematic flavor. I greatly prefer a mix of icons and text. As an unintended side effect, some amount of language dependence increases the appeal for localization partners.
- Late in the development process, Susannah pitches the product to localization partners in confidentiality so they can discuss if they want to join the first printing. Sometimes they ask to see prototype files, which I provide. We typically work with the same partners for each language to build trust and communication through consistency; it’s only if a partner continually doesn’t serve us or their customers that we look for someone new.
- When the English first printing is in production, we get a quote from Panda for a batch of smaller quantities (1000-4000 units) to calculate localization partner prices. Typically they amount to a roughly 70% discount on MSRP (enough for us to cover manufacturing costs and make a small profit).
- To ensure that partners receive the most printer-ready versions of the product, we wait until Panda has created the digital proofs and we’ve approved them before sending the source files for translation to partners. Each localization partner handles their own translation and proofreading. They typically have 2-3 months to provide printer-ready files (PDFs created from the InDesign source files) to join the first localized print run. Sometimes translators find mistakes that we missed, typically in time for us to update the English files; Susannah communicates those revisions to all active translators and I answer rule questions.
- Each partner uploads their final files to Panda’s file management system and goes through Panda’s pre-press checks. If they don’t finalize and approve the files by the deadline provided, they must wait for the next printing.
- Localization partners pay us 50% before production begins; they pay us the other 50% when their products are ready to ship from Panda a few months later. Each localization partner coordinates and pays for their own freight shipping, which may include language-independent add-ons like upgraded tokens. It’s very rare that a partner doesn’t make the second payment; if that happens, we don’t release the products to them. We rarely have written contracts with localization partners.
- We provide an announcement schedule and marketing materials to localization partners (including photos of the English version). If we commission a teaser trailer video, we provide a version to partners without a voiceover so they can post it in their language. Some partners tell us it’s okay to list their name on the product page for our website upon the initial announcement; others wait until later.
Again, this is just one way to do things. If you’re a newer publisher who is starting to hear from potential localization partners, I recommend looking at their portfolio of other localized games. Ask for data, talk to their customers, and do your research–their work is a reflection of you. You can also consider working with companies that publish in multiple languages (e.g., Publishing Technology Solutions).
Likewise, if a publisher contacts you to consider localization of their game, feel free to ask anything you want. Request the rules, playtest files, and any available data (e.g., crowdfunding results). Keep a close eye on any early red flags in communication.
I invite any other publishers to share their localization methods in the comments–I like hearing different perspectives. If you have any questions, please share them in the comments as well.
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Bordeaux will be available on the Stonemaier Games webstores in English along with Wingspan Americas on Wednesday, January 21, with shipping throughout February. You can sign up for a notification here: https://stonemaiergames.com/games/viticulture/newsletter/
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