Normale Ansicht

Tokaido Duo

23. Januar 2026 um 17:16

This is an interesting game set on the island of Shikoku, this is a more little bit more complex game than the original Tokaido but it is actually still a fun light game. This has a more in depth map than the original game has and the complexity is in how you use the extra two figures you each have to get the most out of your play. As I have stated unlike the original game each player has three tokens to move and play (a pilgrim an artist4 and a merchant) and a number of zones to do so, they include four mountain towns while the outer zones include temples, gardens, seashores, coastal towns and hot springs.


The aim of the game is points collecting. You collect points in a number of ways and work out at the games end who has won. As in the original you can’t land on an already occupied space so that can be annoying!


This is a great game that you can play against an opponent, or as with most Stonemaier Games you can also play against the solo option. You can order it at: https://www.bgextras.co.uk/other-games/other-board-games/tokaido-duo

If you want to upgrade the coins, then you could use these metal one-unit coins used in Scythe: https://www.bgextras.co.uk/scythe/scythe-promos-and-extras/scythe-promo-16-25-metal-1-coins

The post Tokaido Duo first appeared on Board Game Extras.

State of the Channel (2026)

19. Januar 2026 um 21:48

I write these articles and create videos in the hopes of adding value to readers, creators, designers, gamers, and entrepreneurs, so as we begin 2026, I thought it might be a good time to check in with you to see if I’m accomplishing those goals and how I can do better.

Stonemaier Games is a tabletop game publisher, first and foremost. We create (and reprint) games in the hopes of bringing joy to your tabletop. But I believe that the power of games extends beyond the tabletop. That’s community, and that’s why I devote some time to these articles and videos each week.

Plus, one of the amazing things about community is that it’s an opportunity for me to learn from you. Each of these articles and videos is a forum for discussion, and I appreciate you for joining the conversation. I also really appreciate the Champions whose annual $15 contribution directly supports the creation of 100+ articles per year and 300+ videos.

Website

I write 2 articles per week (Monday and Thursday), with the actual writing happening almost always on the same day that I post. Over the last few years my articles have focused primarily on the marketing and entrepreneurship of tabletop games, highlighting examples from Stonemaier Games and other publishers. I occasionally feature guest posts and interviews if someone has insights that I haven’t previously shared. Also, after most articles I record an audio version for those who prefer listening over reading.

These articles aren’t about game design (I reserve that topic for videos), and they’re less about crowdfunding than 10 years ago (I still pay attention to crowdfunding through the lens of a backer and creator, but my last project as a creator was in 2015). I’d also like to do a better job of linking new articles in relevant groups (e.g., on the Entrepreneurship & Marketing page) to help someone who wants to learn about a specific topic.

Revenue: There are no ads on the website, though this is the Stonemaier Games website, so it is a discovery tool for our games. Shopify’s analytics indicate that $1.6 million of our webstore sales over the last 12 months are attributed to this website, though not necessarily related to the blog.

Stats: While my motivation for writing these articles isn’t likes and views, I wouldn’t keep writing if people stopped reading. Views per article seem to vary widely from 300 or so to 15,000+, with most of the conversation happening on the Facebook page crossposts.

YouTube

I record on average 6 videos per week, with most of the actual filming happening on Tuesday using StreamYard, a Blue Yeti mic, and a Logitech Brio 4K webcam. The most consistent YouTube videos I film are “my favorite mechanism” about a game I recently played, top 10 lists, the weekly livecast, and the Positively Board Gaming podcast. Most videos are unedited; my coworker Joe adds a quick bumper at the beginning and text on the top 10 videos.

I also sometimes talk about expansions, digital games, the design process, games I’m excited to play again, and insights about Stonemaier game/product design. Every month I stream a Rolling Realms playthrough, and now each week I also feature a sponsored playthrough by another content creator. While it’s mostly me talking at the camera, I include other perspectives in the form of panelists on top 10 videos and lots of audience participation on the livecast.

Some notable updates to the channel in 2025/2026 were me adding relevant end-screen links and using premiere links a little more often for livecasts. I generally don’t like the premiere feature–if I see a video in my feed, I want the option to watch it now–but I think it works well for the participatory nature of livecasts.

I’m not a reviewer, so I do not accept free review copies of games. I’m always working on being more precise, eloquent, and succinct in my videos, including examples and inviting conversation.

Revenue: Prior to 2025, I had turned off all monetization options on our channel. However, after the channel was briefly hacked last year, I heard the advice that YouTube might be more responsive to situations like that if they had some vested interest in the form of paid advertising. So I turned on monetization, adding an ad at the beginning of top 10 videos and sometimes linking to our webstore on relevant videos. After doing this for 6 months, we’ve received just over $1,000 in ad revenue (total).

Stats: As I mentioned above, my motivation for any video isn’t likes or views; it’s to create something I enjoy making and is true to me while hopefully adding value to you. Views vary widely depending on the type of video; the least-viewed videos are watched around 400 times, while the most-watched videos might have upwards of 20,000 views. Overall, the channel currently has around 56,000 subscribers.

***

I’d love to hear your thoughts about what you’d like me to keep doing in these articles and on the videos, along with anything you’d like to me improve or try. I make this content for you, so your feedback really is important to me.

***

Also read/watch:

If you gain value from the 100 articles Jamey publishes on this blog each year, please consider championing this content! You can also listen to posts like this in the audio version of the blog.

Navigating the Wild Kingdom

19. Januar 2026 um 17:03
Five months have passed since my original review of The Old King’s Crown. While the outside has grown colder and darker with winter, the inside is a different story. My appreciation for Pablo Clark’s ambitious game of throne-seeking has ignited. It’s stuck with me, claiming a seat in my top 10 of the year and…

Read more →

Folge 355 – work criminal monkey


Print and Play Bastelecke

Was habe ich gespielt?
boardgamearena.com: Dog Lover
La Cuenta
Orapa Mine
Leaders

boardgamearena.com: Dog Lover
La Cuenta
Orapa Mine
Leaders
Leaders

Podcast Hinweis

Bluesky – @vintersphrost.bsky.social
Mastodon – @vintersphrost@brettspiel.space
Boardgamearena.com – vintersphrost
Yucata.de – vintersphrost
Instagram – https://www.instagram.com/vintersphrost/
YouTube Hörspiel Einspieler – https://www.youtube.com/playlist?list=PLCER_eNjl0R-Rzev5IMG2uufJSbXt01Mp

💾

Working with Localization Partners in 2026

15. Januar 2026 um 20:13

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:

  1. 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.
  2. 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.
  3. 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).
  4. 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.
  5. 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.
  6. 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.
  7. 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.

***

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/

***

If you gain value from the 100 articles Jamey publishes on this blog each year, please consider championing this content! You can also listen to posts like this in the audio version of the blog.

Folge 354 – penalty duck


Print and Play Bastelecke

Was habe ich gespielt?
La Cuenta
Quarto!
Orapa (Mine)
Soviet Kitchen Unleashed

La Cuenta
Quarto!
Orapa (Mine)
Orapa (Mine)
Orapa (Mine)
Soviet Kitchen Unleashed

Podcast Hinweis

Bluesky – @vintersphrost.bsky.social
Mastodon – @vintersphrost@brettspiel.space
Boardgamearena.com – vintersphrost
Yucata.de – vintersphrost
Instagram – https://www.instagram.com/vintersphrost/
YouTube Hörspiel Einspieler – https://www.youtube.com/playlist?list=PLCER_eNjl0R-Rzev5IMG2uufJSbXt01Mp

💾

Everdell Duo

10. Januar 2026 um 23:22

This is the 2 player game from one of my favourite games, Everdell is such a fun game with so many enjoyable characters and such a lovely town that you can build and explore and enjoy to your hearts content. 


This is such a fun version of the game that takes so much less time to play yet doesn’t lack any of the fun of the original game If you are looking for a two player that will give you a lot of joy this is it and once you have played it , it can leave you so much more time to play again or play until another player turns up.


I was pleasantly surprised how much fun this game was and am very glad to have it in my collection. This is as much of a complex game to enjoy just a bit simpler to play. Using your critters to build your town to make the most points and win the game. In this case the critters are hares and tortoises, so   you must ask yourselves are you slow and steady or likely to end up in a hedge somewhere wandering what happened.


Have fun and Happy Gaming! You can order this at: https://www.bgextras.co.uk/everdell-game/everdell/everdell-duo

The post Everdell Duo first appeared on Board Game Extras.

All the President’s Gnomes – A Gnomic Parliament Review

06. Januar 2026 um 15:00
Fobs Games put Tiefe Taschen out in the world back in 2016. It’s one of my favorite designs, uniquely presenting a tense affair of dynamic negotiation. It’s worthy of the word “brilliant”. By this virtue alone, I was interested in Gnomic Parliament. It’s the German publisher’s second release, arriving at the end of 2025. I…

Read more →

Folge 353 – peak


Print and Play Bastelecke

Was habe ich gespielt?
boardgamearena.com: Würfelwurst (Hotseat)
boardgamearena.com: Auf den Spuren von Marco Polo
Res Arcana Duo
Dog Lover
Agent Avenue
Codenames
Die Werwölfe von Düsterwald
Krazy Wordz
Res Arcana
Ghostbumpers

boardgamearena.com: Würfelwurst (Hotseat)
boardgamearena.com: Auf den Spuren von Marco Polo
Res Arcana Duo
Dog Lover
Agent Avenue
Codenames
Die Werwölfe von Düsterwald
Krazy Wordz
Res Arcana
Ghostbumpers

Podcast Hinweis

Bluesky – @vintersphrost.bsky.social
Mastodon – @vintersphrost@brettspiel.space
Boardgamearena.com – vintersphrost
Yucata.de – vintersphrost
Instagram – https://www.instagram.com/vintersphrost/
YouTube Hörspiel Einspieler – https://www.youtube.com/playlist?list=PLCER_eNjl0R-Rzev5IMG2uufJSbXt01Mp

💾

Entwicklung der Brettspiele-Youtube-Kanäle in 2025

Von: natokh
01. Januar 2026 um 23:00

Ich habe die Zahlen aus meiner Übersicht der deutschsprachigen und der großen internationalen englischsprachigen Brettspiel-Youtube-Kanäle mal wieder aktualisiert. Wer sich dafür interessiert, der findet sie hier: https://natokh.wordpress.com/youtube-kanale-zum-thema-brettspiele

NACHTRÄGE

Ich sammele hier Kanäle, die bis jetzt noch nicht in der Liste sind, die sich aber bei mir gemeldet haben, mir von Dritten mitgeteilt wurden oder auf die ich selbst noch aufmerksam wurde.

In die Liste kommt ihr dann im nächsten Jahr!

  • Brettkampf, 157 Abonnenten, 23 Videos, 9.706 Views (02.01.)
  • Brettspiele IQ, 105 Abonnenten, 147 Videos, 53.134 Views, seit 04.06.2020 inaktiv (03.01.)
  • Brettspielpinguin – Brettspiele, 55 Abonnenten, 12 Videos, 3.594 Views (03.01.)
  • Brettspielstammtisch, 44 Abonnenten, 23 Videos, 5904 Views (03.01.)
  • its_thms, 714 Abonnenten, 154 Videos, 376.201 Views (hat sich am 03.01. bei mir gemeldet)
  • Brettspielfieber, 593 Abonnenten, 82 Videos, 35.168 Views (04.01.)
    Kaum zu glauben, dass ich Sam bisher vergessen hatte, obwohl ich immer mal wieder Videos auf seinem Kanal schaue. Zuletzt erst House of Fado vor ein paar Tagen. Auf diese Versäumnis wurde ich netterweise auch hingewiesen.
  • Yourboardgamers, 198 Abonnenten, 136 Videos, 27.960 Views (04.01.)
  • Ultra Comix, 1040 Abonnenten, 530 Videos, 115.440 Views (Shop) (04.01.)
  • TiNi’s Spielerei, 174 Abonnenten, 54 Videos, 8.427 Views (04.01.)
  • Geekeriki, 1940 Abonnenten, 947 Videos, 342.770 Views (04.01.)
    Der Kanal macht noch sehr viel Anderes, außer Brettspiele.
  • Spiele-Offensive.de, 4.560 Abonnenten, 1.744 Videos, 4.926.841 Views (Shop) (04.01.)
  • Game on, 600 Abonennten, 53 Videos, 180.542 Views (04.01.)
  • Brettspiel Buben, 239 Abonennten, 112 Videos, 61.478 Views
    Hier hat sich Patrick alias Panatzu_Gaming am 04.01. bei mir gemeldet, der vorher einen eigenen Kanal hatte, dort aber nichts mehr macht.
  • Brettspielrunde, 53 Abonennten, 44 Videos, 1.874 Views (hat sich am 05.01. gemeldet)
  • BoardGameBros, 1.340 Abonennten, 609 Videos, 297.972 Views (haben sich am 08.01. gemeldet)

Auf die folgenden Kanäle wurde ich dankenswerterweise von Kronhorst (aus dem Unknowns-Forum) aufmerksam gemacht, da sie sich noch nicht in meiner Liste befanden:

Beim Kanal Boardgame-Maker konnte ich mittlerweile, danke eines Tipps von Geekpunkt, „herausfinden“, dass die ungewöhnlich vielen Views auf ein einziges Short zurückgehen, mit dem der Kanal die Crowdfunding-Kampagne zu seinem Spiel „Jurrasic Crisis“ auf Gamefound bewirbt (mehr als 140k Views). Die Videos des Kanals beschäftigen sich übrigens alle mit dem Spiel und der Entwicklung desselben. Offensichtlich ist in naher Zukunft hier eine Gamefound-Kampagne geplant. Durch die Vorschauseite dort sind dann wohl viele auf den Kanal aufmerksam geworden.

Entwicklung der Brettspiele-Youtube-Kanäle in 2025

Von: natokh
01. Januar 2026 um 23:00

Ich habe die Zahlen aus meiner Übersicht der deutschsprachigen und der großen internationalen englischsprachigen Brettspiel-Youtube-Kanäle mal wieder aktualisiert. Wer sich dafür interessiert, der findet sie hier: https://natokh.wordpress.com/youtube-kanale-zum-thema-brettspiele

NACHTRÄGE

Ich sammele hier Kanäle, die bis jetzt noch nicht in der Liste sind, die sich aber bei mir gemeldet haben, mir von Dritten mitgeteilt wurden oder auf die ich selbst noch aufmerksam wurde.

In die Liste kommt ihr dann im nächsten Jahr!

  • Brettkampf, 157 Abonnenten, 23 Videos, 9.706 Views (02.01.)
  • Brettspiele IQ, 105 Abonnenten, 147 Videos, 53.134 Views, seit 04.06.2020 inaktiv (03.01.)
  • Brettspielpinguin – Brettspiele, 55 Abonnenten, 12 Videos, 3.594 Views (03.01.)
  • Brettspielstammtisch, 44 Abonnenten, 23 Videos, 5904 Views (03.01.)
  • its_thms, 714 Abonnenten, 154 Videos, 376.201 Views (hat sich am 03.01. bei mir gemeldet)
  • Brettspielfieber, 593 Abonnenten, 82 Videos, 35.168 Views (04.01.)
    Kaum zu glauben, dass ich Sam bisher vergessen hatte, obwohl ich immer mal wieder Videos auf seinem Kanal schaue. Zuletzt erst House of Fado vor ein paar Tagen. Auf diese Versäumnis wurde ich netterweise auch hingewiesen.
  • Yourboardgamers, 198 Abonnenten, 136 Videos, 27.960 Views (04.01.)
  • Ultra Comix, 1040 Abonnenten, 530 Videos, 115.440 Views (Shop) (04.01.)
  • TiNi’s Spielerei, 174 Abonnenten, 54 Videos, 8.427 Views (04.01.)
  • Geekeriki, 1940 Abonnenten, 947 Videos, 342.770 Views (04.01.)
    Der Kanal macht noch sehr viel Anderes, außer Brettspiele.
  • Spiele-Offensive.de, 4.560 Abonnenten, 1.744 Videos, 4.926.841 Views (Shop) (04.01.)
  • Game on, 600 Abonennten, 53 Videos, 180.542 Views (04.01.)
  • Brettspiel Buben, 239 Abonennten, 112 Videos, 61.478 Views
    Hier hat sich Patrick alias Panatzu_Gaming am 04.01. bei mir gemeldet, der vorher einen eigenen Kanal hatte, dort aber nichts mehr macht.
  • Brettspielrunde, 53 Abonennten, 44 Videos, 1.874 Views (hat sich am 05.01. gemeldet)
  • BoardGameBros, 1.340 Abonennten, 609 Videos, 297.972 Views (haben sich am 08.01. gemeldet)

Auf die folgenden Kanäle wurde ich dankenswerterweise von Kronhorst (aus dem Unknowns-Forum) aufmerksam gemacht, da sie sich noch nicht in meiner Liste befanden:

Beim Kanal Boardgame-Maker konnte ich mittlerweile, danke eines Tipps von Geekpunkt, „herausfinden“, dass die ungewöhnlich vielen Views auf ein einziges Short zurückgehen, mit dem der Kanal die Crowdfunding-Kampagne zu seinem Spiel „Jurrasic Crisis“ auf Gamefound bewirbt (mehr als 140k Views). Die Videos des Kanals beschäftigen sich übrigens alle mit dem Spiel und der Entwicklung desselben. Offensichtlich ist in naher Zukunft hier eine Gamefound-Kampagne geplant. Durch die Vorschauseite dort sind dann wohl viele auf den Kanal aufmerksam geworden.

Spilling the Beans: The Full 2026 Stonemaier Games Lineup

01. Januar 2026 um 17:56

Typically I wait to announce new products until a few weeks before we’re ready to launch and ship them, but yesterday I tried something different: Taking inspiration from Nintendo Direct, Marvel Studios, and Garphill Games, I revealed our full 2026 product lineup on a YouTube and Facebook livecast, quarter by quarter.

There are a few reasons I did this:

  • I like to experiment with methods and approaches we haven’t tried before to see if they feel right to us and are useful/fun for our audience.
  • Based on the status of our 2026 products, I have high levels of certainty regarding the schedule. This isn’t always the case, even with our typical rough 3-year release roadmap.
  • Our 2026 is largely driven by expansions and new editions, so people already have a lot of context for the various reveals.
  • Previewing these products helps me learn how to talk about them clearly and succinctly while I gauge people’s responses to different information and phrasing.

The method I used for the reveals was a premiere video via Streamyard (livecast simultaneously on YouTube and Facebook), with the link posted around a day in advance and in a newsletter I sent 15 minutes before the livecast. I spent around 15 minutes per quarter, using tangible visuals (cards, boards, art, etc) from almost every product to convey the idea that these are real products that do/will exist.

During the reveals, I intentionally didn’t show the box covers or even the product names. This was just a preview; the full reveal for these products will come much closer to their respective launches, and I think it’s far too soon for them to appear on BoardGameGeek. I answered some questions about the products, but I didn’t get into the weeds of card quantities, sizes, pricing, etc.

At the end of the video, I asked people for feedback on the format, and people universally said they liked that it offered things to look forward to throughout the year and the ability to plan ahead (especially for expansions). Some said that the preview felt like the opposite of a FOMO tactic, which isn’t something I had thought about, but I was happy to hear that.

Here’s a quick recap of what I revealed in the video:

  • Q1: Wingspan expansion (based on the birds of Central and South America and the Caribbean; vision friendly cards are available as an add-on) and a Viticulture expansion (a new 4-season board with the original board on the back)
  • Q2: Euphoria Essential (combines the expansion with the core game and offers a new board layout with some rules tweaks; the board and rules will be available separately for those who already have Euphoria) and the first Finspan expansion (I previewed a shark card and a colorful fish)
  • Q3: Scythe vs Expeditions 2-player dueling game (this content expands Scythe and Expeditions, and all Scythe factions/player mats and Expeditions mechs/characters are compatible with the dueling game; there will be add-on packs containing metal versions of the mechs and a plastic airship [which isn’t used in the dueling game]), a small-box, lighter Wingspan bird experience playable in around 3o minutes, and a mini-expansion to Origin Story (many more superheroes)
  • Q4: The first Smoking Bones game from artist and worldbuilder Andrew Bosley and a debut designer (see some info about the world here) and our version of Namiji (combines the core game and the expansion in a normal box size with accessibility updates)
  • reprints for the Nesting Box and Rolling Realm promos (other reprints for out-of-stock products are dependent on demand as indicated by back-in-stock requests on our webstore)

There are visuals and details in the video, and I’m happy to answer some questions in the comments.

We send semi-monthly newsletters for many of our games that include future teasers and details, recent reviews and content, and more. Here is the most recent edition of each update; each includes a link to subscribe if you’d like to stay in touch.

Last, here is the full preview video. What did you think about this experiment?

***

If you gain value from the 100 articles Jamey publishes on this blog each year, please consider championing this content! You can also listen to posts like this in the audio version of the blog.

The Top 10 Board Games of 2025

29. Dezember 2025 um 15:00
This feels strange. I’m usually late with my yearly list, taking my sweet time until January or February to catch up on all of the noteworthy releases. This was a quieter year. Some would say weaker than most. There are still several standout titles, and it did prove a bit of a struggle to narrow…

Read more →

Folge 352 – monster slice frog


Print and Play Bastelecke

Was habe ich gespielt?
boardgamearena.com: Cities, Planet Unknown
Crystalla
Sweet Takes
Res Arcana
Würfelwurst
Sweet Takes

boardgamearena.com: Cities, Planet Unknown
boardgamearena.com: Cities, Planet Unknown
Crystalla
Sweet Takes
Res Arcana
Würfelwurst
Sweet Takes

Podcast Hinweis

Bluesky – @vintersphrost.bsky.social
Mastodon – @vintersphrost@brettspiel.space
Boardgamearena.com – vintersphrost
Yucata.de – vintersphrost
Instagram – https://www.instagram.com/vintersphrost/
YouTube Hörspiel Einspieler – https://www.youtube.com/playlist?list=PLCER_eNjl0R-Rzev5IMG2uufJSbXt01Mp

💾

Our Most Important Articles of 2025

25. Dezember 2025 um 15:52

Whether this is the 1st or the 100th article you’ve read on the Stonemaier Games blog this year, I’m so thankful that you’ve decided to read along (and sometimes join the discussion in the comments). Today I’m going to share my most-read articles of 2025 and a key takeaway from each.

  1. How Can We Fix This Together? (Tariffs, Manufacturing, and a Solution): This isn’t technically the most-viewed article I wrote about the tariff tax situation, but it’s the most productive.
  2. Announcing: Wingspan Fan-Designed Bird Promo Packs: Here I revealed one of our final products of the year, 6 packs containing a total of 150 completely new birds (and new powers) for Wingspan.
  3. We Now Sponsor a Professional Athlete!: In a fun twist to something that started as an April Fools product, in 2025 we sponsored disc golfer and huge Wingspan fan Jeremy Koling (“Big Jerm”).
  4. Finspan’s Origin Story and What’s Different Compared to Wingspan: In January I revealed the final game of the -span trilogy, the aquatic-themed Finspan.
  5. Introducing the Third-Party Accessory Showcase: We now offer a way for creators who make Stonemaier-related products to feature their products on our website (they are the seller, not us).

The other substantial content I make is found on our YouTube channel. Other than Stonemaier-specific trailers and videos, the top 5 most popular videos from 2025 were as follows:

  1. My Top 10 Favorite Games of All Time (as of March)
  2. My Top 10 Favorite Heavy Games
  3. My Top 10 Favorite Games of All Time (as of September)
  4. 10 Steps to Design Your First Tabletop Game
  5. My Top 10 Favorite Games of 2025 (Mid-Year)

Is there an article/video–from anywhere–that provided good food for thought this year? If so, I invite you to share a link and your key takeaway in the comments.

If you gain value from the 100 articles Jamey publishes on this blog each year, please consider championing this content! You can also listen to posts like this in the audio version of the blog.

Meaningful Creations, Play, Elevation, and Connections (2025-2026)

22. Dezember 2025 um 16:22

Typically this is a joyful post, a celebration of the past year and hope for the future. But tragedy struck over the weekend: Gosia, aka wingspangirl on Instagram, passed away suddenly, leaving the community awash with grief. My heart especially goes out to her sister, Magda.

As you can tell by her screenname, Gosia loved Wingspan, and she often posted about the game. Her enthusiasm for it was contagious, even for me. She also talked about a bunch of other games–that was the level on which I knew her, and I always appreciated the endless bounds of her positivity.

However, as I’ve learned by reading many of the memorial posts about Gosia, her sense of community went so much deeper. Countless people have expressed how Gosia always took the time to talk to them privately about any topic ranging from games to family/friendships to personal struggles. To Gosia, the social media community wasn’t about views or likes–it was about meaningful connections with people around the world.

With that in mind, the focal point of this year’s post about actions for 2026 is on meaningful connections. In a way that is true to you, how would you like to connect with people in 2026? This could be in the tabletop gaming community or beyond.

For me, I’m looking forward to connecting deeper with my coworkers when we’re all together in the same place for a few days this winter. I also invited my mom to join me, Megan, and a few friends on an Iceland trip later in 2026, and I look forward to the connections that emerge from that trip.

Also, I’m trying to give myself the grace and permission to focus more on the people I connect strongly with, especially at gaming events. For years I’ve felt this inner obligation to try to connect with as many people as possible (at Geekway to the West, Design Day, the gaming cruise, etc), but sometimes I just really enjoy certain people and wish I could spend more time with them. I’m hoping to do better at that in 2026.

Here are the questions I asked last year, with the addition of the new question inspired by Gosia:

  1. What will you create in 2026 that is meaningful to you? This can be something completely new or something you’re continuing to create from the past year. What’s the first step you’ll take?
  2. What will you play in 2026 that is meaningful to you? This could focus on the game/sport itself, the location, the people, etc.
  3. Who or what will you elevate in 2026 that is meaningful to you? This could be anything you love or value that you want more people to know about.
  4. How will you connect with people and the community in 2026 in a way that is meaningful to you?

I’ve added a special mention of Gosia in a Wingspan product coming later next year. To everyone whom Gosia touched, I’m so sorry for your loss–for our loss–and I appreciate you sharing how she impacted you.

***

Also read:

Folge 351 – sick days


Print and Play Bastelecke

Was habe ich gespielt?
boardgamearena.com: Planet Unknown,
Botswana
Just One
Codenames
Würfelwurst

Botswana
Just One
Codenames
Würfelwurst

Podcast Hinweis

Bluesky – @vintersphrost.bsky.social
Mastodon – @vintersphrost@brettspiel.space
Boardgamearena.com – vintersphrost
Yucata.de – vintersphrost
Instagram – https://www.instagram.com/vintersphrost/
YouTube Hörspiel Einspieler – https://www.youtube.com/playlist?list=PLCER_eNjl0R-Rzev5IMG2uufJSbXt01Mp

351 😀

💾

Is This Really the End of Reprints?

18. Dezember 2025 um 19:15

“In the past two weeks last copies of Imperial Settlers and Alien Artifacts sold out from our website. Games are gone. There is no reprint planned. Gone forever. It makes me sad on so many levels…. I am brutally honest – this is no longer an industry with possible reprints. Games come and die fast, you put a title on the market and a few months later it is considered old.”Ignacy Trzewiczek, Portal Games

I’ve read this message (click the link for the full version) several times on different forums. Before I dig into it from a publishing perspective, I just want to say that I feel for Ignacy. I can relate to putting love, time, effort, and resources into something that doesn’t last as long as I hoped. While Imperial Settlers has been around for over a decade, Ignacy also says that much newer Portal games like Thorgal and Eleven also won’t be reprinted.

So is this really the end of reprints for all game publishers? From my perspective, definitely not. Spanning from Charterstone all the way through Origin Story, 17 out of 19 Stonemaier games have been reprinted at least once, and most of them more than once.

That said, I think it is harder than ever to create an evergreen game–a game that sells consistently year after year–though there are a few things publishers can do to increase the odds of a game becoming evergreen:

  1. Reconsider which games you publish: Some types of games are much more likely to become evergreen than others based on price, theme, innovation, art, mechanisms, etc. While there isn’t a magic formula for these elements, there are some commonalities among evergreen games. If your game isn’t the type of game that’s likely to garner multiple reprints, that’s okay–it simply shift to a frontloaded marketing strategy.
  2. Reconsider crowdfunding (and how it impacts retailer relationships): Crowdfunding is great for single-run games (particularly fancy versions). However, I don’t think crowdfunding lays the best groundwork for working with retailers, the backbone of evergreen games. I truly am not suggesting that creators ignore crowdfunding as a launchpad for new games, but be aware of how a crowdfunding cycle impacts your relationship with retailers and customers. Are you just crowdfunding the first printing, or are you returning to crowdfunding for expansions, reprints, etc?
  3. Reconsider digital game strategies: It’s wonderful to have the option to play digital versions of tabletop games on Steam, BoardGame Arena, Tabletopia, etc. In some ways, I think these digital options have replaced reprints for some publishers and gamers, with very few analog sales resulting from digital plays. Perhaps this is just the future of most games’ longevity, but publishers have a choice as to how much of their games they offer digitally and when they’re available.
  4. Reconsider new editions and sequels: I think the industry has trained customers to expect that there will always be a new edition, special edition, or sequel to any game that sells well the first time around. I still hear from people saying that they’re waiting for an all-in version of Scythe even though it will never exist (just like all our products, you can always pick and choose which expansions, accessories, and promos you want). It’s neat that publishers can breathe life into older games or that designers can revisit older games with a more experienced vision, but doing this too often may hurt the longevity of the original game.
  5. Reconsider back catalog marketing: Customers get caught up in the cult of the new, but so do publishers. Imagine if you didn’t release or launch any new games in 2026. How would you market your existing games? If it’s different than how you currently market those older games, why? I regularly offer games to reviewers dating all the way back to Viticulture, I talk about older games on social media and YouTube, I foster online communities built around the game, and we’ve released a variety of expansions over the years.
  6. Reconsider how you gauge demand: The minimum order quantity for many manufacturers is 1500 units, so to reprint a product, you need a clear indication from at least 500 people (ideally more) that they’ll buy the product if you make more. What ongoing opportunities are you giving customers to share their interest in a reprint? Stonemaier uses back-in-stock requests on our webstore (we’re gearing up for a Rolling Realms promo reprint based on this data), along with occasional surveys, polls, and reminders on our monthly newsletter; GMT uses their P500 program; other publishers use Kickstarter.

With thousands of games released each year, most of them will not become evergreen games. Also, games that earned multiple reprints in the past may not have the same marketability today. It’s the bittersweet nature of this industry, and I think it’s okay to sunset a game, a brand, or even a company on your own terms.

Do you view this new era of gaming as the end of reprints? What’s the last game you bought that was released prior to 2025?

***

Also read:

If you gain value from the 100 articles Jamey publishes on this blog each year, please consider championing this content! You can also listen to posts like this in the audio version of the blog.

Why’d it Have to be Snakes? – A Snake Charmers Review

18. Dezember 2025 um 15:00
A crafty salesperson would push Snake Charmers as a cross between Cockroach Poker and The Resistance. This allusion is a strong sell, as it ties this new release to two of the best bluffing and deduction games ever designed. Fortunately, it is a reasonably accurate comparison, even if Snake Charmers can’t quite deliver the impact…

Read more →

5 Things I Learned at Universal Epic Universe About Immersive Customer Experiences

15. Dezember 2025 um 23:10

This past weekend I enjoyed a brief reprieve from the cold St. Louis weather, venturing to sunny Orlando to visit Universal Studios for the first time. We also saw some friends from the Stonemaier Games Design Day and spent a day on the beach in Tampa Bay.

We spent half a day at two of the older Universal parks, but the focal point of the trip was Universal Epic Universe, the newest park. It features 5 different worlds, including Super Nintendo World, Dark Universe (gothic monsters), and Isle of Berk (How to Train Your Dragon).

I found the whole experience fascinating from a customer service perspective, as these types of parks bet big on immersing you in an otherworldly experience. Here are the top 5 things I learned and observed during my 12 hours at Universal Epic Universe and how they might apply to the world of tabletop games.

1. Dramatic Entrances

One of the smartest decisions at Epic, in my opinion, is the installation of massive “portals” through which you enter each world. When I left the hub world and walked into the giant green tunnel for Super Nintendo World, I felt like I was transported to a new place. Even the music changes.

As big as they are, the portals are small compared to the worlds they transport you into, so there’s a dramatic moment when you take that first step out of the tunnel. You’re hit with a wave of sights and sounds that are completely absent on the other side of the portal.

The closest comparison to this I can think of in tabletop game is opening a game for the first time. Some games do a particularly great job of making a thematic, intuitive, and organizationally satisfying unboxing experience (see my video on this topic). Perhaps this is also why some people love unboxing videos.

2. Interactive Fake Storefronts

In each of the worlds there’s a mix of thematic displays and fake storefronts (like a movie set) mixed in with real stores, experiences, rides, and restaurants. This makes perfect sense: You don’t need to stock a dozen stores or have every type of craftsman actively working in Berk; instead, invest up front in a rock-solid display, and it’ll last years with minimal maintenance.

However, some of these parks take the set dressing to a new level by giving you a specific way to interact with them. For a few, they’re triggered by motion sensors or your voice, and there’s some combination of programming, animatronics, and live acting behind them. For others, they’re activated by a specific device, like the armbands you can buy in Super Nintendo World that you can bop against the oversized shell blocks.

This is exactly what I was aiming for in Vantage’s first-person perspective art. I wanted it to be more than just a pretty picture; instead, each illustration has information about difficulty and your surroundings, and most of what you see is interactive. If there’s house on a hill, you can probably enter that house and see how it looks inside. When you’re inside, there are a variety of objects you can pick up that result in you (the player) gaining a specific card.

My only wish in these theme parks is for more reasons to look closely and less reliance on phones. A few years ago I went to Star Wars Galaxy’s Edge, and I liked the scavenger hunt, but eventually I started ignoring it because I wanted to immerse myself in the world instead of being on my phone.

3. Immersive Line Management

A major feature at Epic are the rides and shows, with wait times ranging from 15 minutes to several hours. The Universal app helps to mitigate this to a certain extent, as it tells you the current wait times. I was also impressed by the facial scanning technology for the express lanes (which we didn’t use) and the lockers (which we did use for some of the more intense rides).

I was mostly impressed by the queue design. It looks like a maze with several big visual barriers–short lanes that cut back and forth–so you constantly feel like you’re moving forward and so you can’t tell how much longer you’ll wait. Along the way are water fountains and some thematic displays, along with plenty of shade from the Florida sun.

My one criticism is that there really isn’t much to do while in line. I’m not entirely sure what I want to do while I’m waiting, but it could be a crowd game, some form of entertainment, or something small to do along the way that adds up to something meaningful. For example, what if in a How to Train Your Dragon line you can make a few quick personality quiz choices along the way (using facial scanning) that results in your dragon selection at the lockers or when you sit down on the ride?

I often talk about wait times and anticipation gaps, and one example of this in the tabletop space are update emails and newsletters. When done well, I find that they increase my curiosity and excitement while making the wait feel like part of the experience instead of something to endure.

4. In-Character Interactions

My most memorable experience at Epic wasn’t the result of expensive sets, thrilling rides, or fancy technology. Rather, it was 10-minute chat I had with an actor (the “owner” of a shop, pictured here) who stayed completely in character the entire time. She wandered over while I was waiting for Megan, and she talked about her background and answered some questions.

It was a busy shop, and I was surprised at several times in the conversation that she didn’t move on to other customers, but she conveyed that she was in no rush. There was no sense of “move along, next person please”–everything about the interaction was welcoming, authentic, and playful. I hope Epic values what this incredible person gives them every day.

This is an area that I’ve found difficult to balance in scaling Stonemaier Games. I want to give genuine time and attention to everyone who contacts me, but in every private interaction is information that others might want to know too (if the question were instead asked publicly). Though, as I type this, it occurs to me that while the conversation at Epic felt custom for me, it wasn’t private at all. Megan’s mom was there, and Megan eventually joined us, and we were in the middle of the shop–anyone could have joined at any time.

5. The Nostalgia Factor

Sometimes I forget about the sheer power of nostalgia until it hits me full force in the form of the Super Mario theme or the voice of Hiccup. One of my favorite and most unexpected experiences from the weekend was a 20-minute water, light, drone, and instrumental evening show at Universal Studios. Even just 20 seconds of music and a brief projected image from ET, Jurassic Park, or Back to the Future made me want to revisit those movies.

I think games do a great job of using art and themes to evoke nostalgia. Nemesis takes us to the Alien movies, Boss Monster has pixel art for those of us who grew up in the 80s and 90s, and long-running games like Pokemon create their own nostalgia cycles. Nostalgia by itself isn’t enough to sell a game, but just like the movies I mentioned above, if the content itself is great, nostalgia can elevate it.

While I didn’t delve into the food because games aren’t edible, the food (and the thematic places at Epic where we ate, like the mead hall shown here) was also a big part of the immersion for me.

I’d love to hear your thoughts about effective immersive customer experiences at theme parks, and perhaps how you relate them to tabletop games. Let me know your thoughts in the comments!

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If you gain value from the 100 articles Jamey publishes on this blog each year, please consider championing this content! You can also listen to posts like this in the audio version of the blog.

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