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Tap on the green gear icon on the top right of the Games list and select List View Settings.
Here you can enable one or more of the following:
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US-based tabletop game and card manufacturer AdMagic is shuttering its popular Print and Play arm, with company founder and CEO Shari Spiro telling BoardGameWire the operation had been a “financial burden” to the rest of the business for several years.
Spiro told BoardGameWire it had been a “difficult and sad decision” to close the company, which had provided prototypes, promos and components for a string of big-selling titles, as well as fast turnaround print and play services for budding developers and designers.
Print and Play, which was bought by AdMagic in 2015, will close its doors on March 27, with any existing orders “received, printed and put into our standard turnaround production queue”, according to its website.
Spiro would not say whether any Print and Play employees would be kept on in other areas of the business after next week’s closure. The division had 12 employees on March 6, according to the team page on its website at the time.
Spiro told BoardGameWire, “My team invested a lot to keep Print and Play open as long as we could, but unfortunately, the amount of hand work and the time it takes to do the high quality of work done through a small company like Print and Play, costs more than we could actually sell the jobs for.
“In addition our endeavor to cover employees 100% with full health insurance, a 401(k), a robust paid personal time off program, a move to a state of the art brand new facility a few years ago to get the team out of an office building (which was inappropriate for that type of work), two new laser [printers] in the past two years and the associated lease payments for all of the above, in addition to the rising costs of materials all added up.
“Additionally we are not owned by private equity so we don’t have the kind of big money other companies have supporting us. Keeping Print and Play open was putting the rest of our team at risk.
“The financial strain to Ad Magic became overwhelming and so this is why we reached this difficult and sad decision. Moving forward this will help Ad Magic and Breaking Games as it will remove the financial burden which has been borne by the rest of the team for several years now.
“Although our model for prototype services will shift, we will still be able to accommodate our clients through our Ad Magic/Breaking Games divisions.”
Games in which Print and Play has had a hand in producing prototype materials for over the years || Photo Credit: Print & Play
The company’s services were also well used by designers looking to put together early versions of games to pitch to publishers, as well as for creating review and demo copies for companies to send out to content creators and other partners.
Gil Hova, the designer of games including Wordsy and The Networks: PrimeTime, posted to BlueSky yesterday, “Found out during Unpub that Print & Play, one of the best board game POD companies out there, is closing their doors in a couple of weeks.
“I used them extensively in my Formal Ferret days to make prototypes. Their turnaround time was unrivaled. Sad to see them go.”
AdMagic, which Spiro founded in 1998, has grown to become one of the largest independent tabletop printing companies in the US.
The company scored big successes in the early 2010s thanks to the rising wave of Kickstarter projects, working on huge-selling titles such as Cards Against Humanity and Exploding Kittens.
AdMagic launched its own board game publishing arm, Breaking Games, in 2015 on the back of that success, and has gone on to publish titles including Dwellings of Eldervale, Rise of Tribes and Letter Tycoon.
GameHead, which rebranded from GamerMats two years ago as part of a push into board game publishing, has expanded its team with a pair of senior hires.
Ryan Schoon, a veteran presenter at the Man vs Meeple YouTube channel, joins Gamehead as marketing manager, while former Ludo Fact USA account executive Mark Burke comes on board as operations manager.
GameHead said Schoon would help expand GameHead’s presence within the tabletop gaming community using his experience in communications, content creation, brand management, and community and sales growth.
Schoon has spent almost a decade producing reviews and previews as part of Man vs Meeple, which has about 77,000 subscribers. He was also formerly a key account manager at tabletop crowdfunding specialist Gamefound from 2020 to 2022, and later spent almost two years as marketing manager with Japanime Games.
Burke joins Gamehead from the US arm of European board game manufacturing major Ludo Fact, where he worked for two years as an account executive.
He previously spent two years as a wholesale account executive at Unstable Games/TeeTurtle, was store manager at Indiana-based retailer Moonshot Games, and also worked for almost a year managing social media for Western Legends publisher Kolossal Games.
GameHead said Burke will be responsible for the day-to-day operations of the company while directing the sales team.
The company expanded into board game publishing in 2024 after more than a decade specialising in tabletop game mats and accessories, and rebranded from GamerMats to GameHead as part of that process.
GameHead’s publishing arm is led by creative director Paul Salomon, the designer of Elf Creek Games-published Honey Buzz and Stonemaier Games title Stamp Swap.
The publishing arm was launched to focus on party games for six or more people, casual games suitable for players of all ages, and ‘thinky games’ with strategic elements and replayable decision making.
GameHead’s releases to date include Rocco Privetera’s animal-themed set collection title Trinket Trove and Taiki Shinzawa’s bank heist-themed trick taker No Loose Ends.
Editor’s note: GAMA is one of the sponsors of the BoardGameWire newsletter
Tabletop game industry trade organisation GAMA‘s board of directors have apologised for some of its elected leaders being “rude and disrespectful” during a “heated” annual general meeting at the recent GAMA Expo trade show.
Multiple members of the organisation expressed their disgust during the AGM that board members had suggested people only attended because free food was provided, while others were upset at the way they were shouted at and talked over during a fiery discussion on changes to the non-profit’s bylaws.
On one of the occasions the free food claim was mentioned by a member during the AGM, board member Matt Loter, also known as Matt Fantastic, said, “That was me, you can just blame me, that’s fine. No one else on this board.”
GAMA’s board had proposed lowering the quorum requirement for membership meetings from 25% to 10%, saying that the high thresholds coupled with the organisation’s heavy growth in recent years had made “adapting our organization to changing circumstances all but impossible”.
It also proposed allowing amendments to pass via a simple majority of voting members at a properly called membership meeting, calling the existing process “too rigid”. The board had said that “even small corrections require cumbersome organizational campaigns, which slow down the organization from becoming more efficient and providing more robust service to our members”.
Those changes had received pushback from some members prior to the AGM, with several raising concerns the move would make it too easy for the larger member groups, such as retailers, to push through changes to GAMA laws.
Other members both ahead of and during the AGM suggested that better communication was needed instead of lowering the quorum, with the onus on GAMA to encourage members to participate.
It also emerged during the meeting that not all of the board members were in favour of the amendments, or the extent of the shift to the new quorum percentage.
Both amendments were set to go to a vote following the March 2 meeting, but the board has since postponed the process, saying it would “re-evaluate, and be more mindful before making further proposals”.
The GAMA board also released a statement a week after the AGM which said, “During the meeting, discussion on changes to the bylaws became heated; and there were members of the board of directors who were rude and disrespectful to the membership who came to the event to voice their concerns.
“This was out of order, unacceptable, and should have been shut down immediately. We, the members of your board of directors, apologize to all our members. We pride ourselves in serving GAMA’s members and advocating for our industry. Unfortunately, on Monday [March 2] that passion manifested in a way that was unbecoming of a board.
“We also recognize this apology could have come sooner, but we wanted to discuss as a board what happened, and the best opportunity for that was during our spring planning session that convened on Friday, March 6, the day after GAMA Expo officially closed.”
The board added that it wanted any official meeting of GAMA members to be “a safe space for discourse”, especially when organisation-wide changes like bylaws amendments are being considered.
GAMA president Nicole Brady
It said, “We expect the person(s) leading such meetings to maintain order and insist upon decorum from anyone who is taking part, and that includes members of the board of directors.” The meeting was chaired by GAMA president Nicole Brady.
GAMA’s board also acknowledged that there had been confusion about the proposed bylaw amendments, saying “We met the letter of the bylaws in regard to publishing the amendments in a timely manner; however, we could have done much better in spirit. We acknowledge that the timetable for the vote on the amendments gave the impression of being rushed, despite it again heeding the letter of the bylaws. This impression, and the passionate feedback on those amendments, are what led us earlier to announce that we were postponing the vote.”
It added, “Finally, we owe an apology to GAMA staff for fueling a discussion that distracted from their spectacular success. GAMA Expo 2026 was our biggest and best to date thanks to their hard work and dedication.
“We believe GAMA, as a whole, should also be the best possible industry association it can be. We take your feedback seriously and will work to address our shortcomings as a board in order to ensure you, as members, get what you need out of GAMA. We look forward to working with you on that.”
More than 3,820 attendees showed up to this year’s event in Louisville, Kentucky, up almost 12% on last year’s previous record of 3,425 – which had already left the show pressed for space across the exhibition hall and its extensive programme of seminars.
In den BRETTSPIELBOX News 10/2026 findet ihr die folgenden Nachrichten: Hier sind die Brettspiel News. Guten Start in die Woche. Folgende Neuheiten sind auf dem Weg bzw. angekündigt: Kosmos hat angekündigt: Cascadia Bergseen wird im Herbst erscheinen. Das ist die 3D Version von Cascadia. Das Gamefound Projekt „The Mix“ wird bei HABA im Herbst erscheinen. […]
Editor’s note: GAMA is one of the sponsors of the BoardGameWire newsletter
North America’s biggest board games industry trade show, GAMA Expo, has sealed another record attendance as it prepares a move to Baltimore to contend with rapidly growing demand.
More than 3,820 attendees showed up to this year’s event in Louisville, Kentucky, up almost 12% on last year’s previous record of 3,425 – which had already left the show pressed for space across the exhibition hall and its extensive programme of seminars.
The shift to Baltimore next year will be GAMA Expo’s second new home since 2023, when it was relocated from Reno, Nevada after the growing attendance numbers eclipsed their pre-pandemic highs.
GAMA Expo’s attendance this year is more than double its pre-pandemic record of 1,800 set in 2019, and up more than 87.5% compared to the event’s final Reno show in 2023.
A presentation at this year’s GAMA Expo
GAMA initially signed a three-year contract in Louisville for 2024 to 2026, but agreed to extend that for a year after the KICC helped GAMA shift the dates of last year’s Expo, when the trade organisation realised it had outgrown the footprint available across its original dates.
The organisation later decided to bring its move to Baltimore forward to 2027 as demand continued to grow, paying a fee to break the KICC contract a year early.
GAMA told BoardGameWire last year it had earmarked 300,000 sq ft of exhibit space for year one in Baltimore – almost double the roughly 176,500 sq ft of this year’s vendor hall, and with room to grow to 500,000 sq ft by year three or four at the new site.
Chicago and Minneapolis were also in the mix as potential destinations, with Baltimore being praised by GAMA’s site selection committee for its selection of hotel options, reasonable convention centre rate and incentives to bring the show there.
Several publishers BoardGameWire contacted after this year’s GAMA Expo were all positive about how busy it had been, with two first-time exhibitors both particularly excited about how the event had gone for their companies.
BoardGameWire asked GAMA on March 9 for a breakdown of this year’s attendance for its respective member groups, which it provided last year to show the growth of individual areas, but is yet to receive those figures.
One complaint which has been emerging post-Expo revolves around GAMA’s plan to get rid of ‘priority points’, which have rewarded repeat exhibitors with the ability to exert more power over where their booths are positioned within the vendor hall.
That system has been scrapped for both next year’s Expo and this year’s Origins trade fair, GAMA’s long-running tabletop gaming convention set to take place in Columbus, Ohio in June.
Some frequent exhibitors have expressed dismay at the decision, which came to light as a bullet point in the renewal documents for next year’s event rather than being highlighted for discussion with members ahead of GAMA implementing the policy.
The vendor hall at GAMA Expo in Louisville
GAMA president Nicole Brady said of this year’s GAMA Expo, “Every year, GAMA staff and volunteers strive to make GAMA Expo better than the year before. That was evident this year in various areas such as the extensive educational programming, overflowing interest at networking events and engagement during game nights. Beginning with registration on the first day to exhibit hall tear down on the last, GAMA Expo 2026 was top notch.
“This would not have been possible without the tireless efforts of the staff, the community members who brought their passion to the event and, of course, the sponsors that supported the various events and initiatives.
“Throughout the week and beyond, I’ve heard or read on social media countless people praising the event. Many comments about the ability to conduct business with others in the industry. This annual event is the place to be and people are already making plans for next year in Baltimore!”
Zaria Davis, GAMA’s interim executive director, added, “As a first timer at GAMA Expo and someone still very new to this industry, I was blown away by the experience. I loved getting to meet members face to face, ask questions, and better understand how the business side of tabletop games really works.
“Having the chance to share my own insights in sessions made me feel welcomed and valued, and I’m leaving excited, inspired, and eager to come back.”
Angekündigt: Neu: Updates: ANGEKÜNDIGT In der kommenden Woche Crowdfunding. Wenige Projekte sind angekündigt. Hier der Überblick über die kommende Woche: APEX APEX: Carnivore ist ein direktes Deckbuilding Duell, in dem ihr aus einem gemeinsamen Vorfahren eure eigene Raubtierlinie entwickelt. Von der Miacidae Ausgangsart aus evolviert ihr in drei mögliche Familien: Felidae (Katzen), Ursidae (Bären) oder Mustelidae (Marderartige). Jede neue Eigenschaft […]
Die Menschheit hat die sterbende Erde verlassen und nach tausenden Jahren in den Tiefen des Alls eine neue mögliche Heimat gefunden: Eden. Doch das Paradies ist nicht unbewohnt. Menschgemachte Evolution hat eine Spezies erschaffen, die mit den Neuankömmlingen zusammenstößt. Dies ist die Prämisse von Children of Time.
Co-operative puzzle challenge game Take Time has triumphed in this year’s Swiss Gamers Award, which is voted on by members of board game clubs, game and toy libraries and gaming associations from across the country.
Alexi Piovesan and Julien Prothière’s design sealed top spot above Eric Olsen’s Flip 7 – which won the separate family game prize – and also finished in third place in the family-weight category.
The win is the second year in a row a game from Asmodee studio Libellud has won the Swiss Gamers Award, following last year’s success for nature-themed tile-laying game Harmonies.
Take Time, designed by Alexi Piovesan and Julien Prothière
The game fought off tough competition in the family game category this year from titles including Paolo Mori and Alessandro Zucchini’s Toy Battle, the winner of the 2026 As d’Or.
This year’s Swiss Gamers Award featured an expert game category for the first time, which was won by Yeom Cheolwoong’s design Wondrous Creatures – a strategy title based around players building fantasy animal reserves.
Wondrous Creatures, designed by Yeom Cheolwoong || Photo Credit: Bad Comet
The Swiss Gamers Award has been held every year since 2010, following the demise of the Schweizer Spielepreis in 2006.
Although the award is given by gamers living in Switzerland, all games published in the prior year can be nominated, regardless of the nationality of their authors and publishers.
This year’s award marked the third in a row presented to a relatively light game, following Harmonies last year and Faraway in the 2023 awards (presented in 2024).
The far more heavyweight Ark Nova triumphed in 2022, and mid-weight euro The Lost Ruins of Arnak won in 2021.
The award is organised by Ludesco, Switzerland’s biggest board game festival, in partnership with the Swiss Federation of Toy Libraries and the Swiss Game Museum.
Swiss Gamers Awards full results 2025
Main Award Winner: Take Time, designed by Alexi Piovesan, Julien Prothière (Published by Libellud) 2nd Place: Flip 7, Eric Olsen (Catch Up Games, Kosmos) 3rd Place: Zenith, Grégory Grard, Mathieu Roussel (PlayPunk)
Family Award Winner: Flip 7, Eric Olsen (Catch Up Games, Kosmos) 2nd Place: Toy Battle, Paolo Mori and Alessandro Zucchini (Repos Productions) 3rd Place: Take Time, Alexi Piovesan and Julien Prothière (Libellud)
Expert Award Winner: Wondrous Creatures, Yeom Cheolwoong (Super Meeple, Strohmann Games) 2nd Place: Endeavor: Deep Sea, Carl de Visser and Jarratt Gray (Super Meeple, Board Game Circus) 3rd Place: Eternal Decks, Hiroken (Pixie Games, Strohmann Games)
Hier sind die Brettspiel News. Ich habe ein paar Infos in den verschiedenen Clustern zusammengetragen. Heute wieder einiges dabei für jeden. VIDEO Inhalt ■ in eigener Sache■ News (Vital Larcerda, Digital Neu)■ Crowdfunding (The Glasgow Street Robbery, The Old King’s Crown)■ Ticker (Flip 7 Voll Fies, Bloom Kingdom, Windmill Valley Duel, Catan ZIP, Ballons Olympics, […]
OffDutyNinja, the tabletop marketing specialist which has worked on $25m of crowdfunding campaigns since its 2018 launch, has been acquired by industry peer Game Brands.
The combined company will operate under the OffDutyNinja name, with Game Brands adding its web design, search engine and answer engine optimisation, and blog content creation offerings to ODN’s marketing and crowdfunding services.
ODN’s work over the years has included crowdfunding and marketing support for companies such as Roxley Games, Indie Boards & Cards and Stronghold Games, Devir North America and Allplay, while the more than 100 campaigns it has worked with include the $2.2m More Terraforming Mars! Kickstarter and Marvel Dice Throne X-Men, which raised over $4.2m.
The acquisition follows a period of ODN quietly closing down its operations, Game Brands founder Ryan Eichenwald told BoardGameWire, with company founder Kira Peavley having shifted to a full-time director of operations role at Brass: Birmingham publisher Roxley Games over the past couple of years.
Eichenwald becomes CEO of Off Duty Ninja, with former CEO Peavley staying on in an advisory capacity for the next year to help ease the transition.
Peavley told BoardGameWire, “It came down to timing, and the timing was right. I had reached a point where I was ready for my next chapter, and when the opportunity with Ryan and Game Brands came together, it just made sense.
OffDutyNinja founder Kira Peavley || Photo Credit: OffDutyNinja
“The clients, the team, the work they have all built deserve to keep going and growing, and this deal makes that possible. It felt like the right ending to my chapter and the right beginning for theirs. It has been quite emotional but also quite positive.”
Speaking of ODN’s growth and the changes in board game crowdfunding and marketing over the years, Peavley said, “OffDutyNinja launched October 31, 2018, originally as a media management consultancy. That lasted about five minutes, honestly, because clients needed more and I was able to offer it.
“Very quickly it evolved into a full digital marketing agency for tabletop games, helping publishers with their everyday marketing needs as well as crowdfunding. The scope grew, and then ebbed, and then grew again.
“Covid hit hard and when publishers/creators are having to make difficult decisions about whether they can afford to keep their doors open and keep making games, marketing support understandably moves down the priority list.
“Tariffs have brought that same energy back in a different way. Through all of it we just tried to stay flexible and meet clients where they were.
“The other challenge has been the shift in how Kickstarter works. Ten years ago you could launch with no budget and no existing audience and still find success because the platform itself was driving discovery.
“That window has been closing for tabletop for a while now, and it has fundamentally changed what creators need to consider before launching a crowdfunding project.”
She continued, “That discovery shift really gets to the heart of the biggest challenge we see now. The audience has to exist before you launch. Full stop.
“The campaigns that succeed are the ones where the publisher has spent months, sometimes a full year, building a community that is genuinely excited to back on day one. The first 24 to 48 hours drive the algorithm, and the algorithm doesn’t care about your campaign if you don’t come in with momentum already built.
“The biggest obstacle to that? Time. Creators sometimes wait way too long to get started. We’d sometimes hear from people who reached out only a month or two before their planned launch date, or in some cases after they had already gone live.
“At that point every job gets harder: the audience building is rushed, the creative is rushed, and the campaign pays for it. The earlier you start, the better every single piece of it gets.
“The other big thing is expectation calibration. There are a lot of headline funding numbers out there from mega-campaigns that skew what success looks like.
“For most publishers, especially indie and first-time creators, a realistic and fully funded campaign that delivers well is worth so much more than swinging for a number you can’t hit.”
When asked about her take on ODN’s biggest successes in the crowdfunding space, Peavley said, “Honestly, it’s hard to point to a single success.
“People probably want to hear about the big IP projects, and those are genuinely exciting. Getting to work on something like Power Rangers: Heroes of the Grid across multiple campaigns, or Marvel Dice Throne, or Lord of the Rings, or Terraforming Mars is a thrill for obvious reasons.
Marvel Dice Throne: X-Men || Kickstarter image
“But the truth is every project we worked on was a big success to us, from a first-time creator finding their footing to a major publisher launching their next big title. The scale is completely different but the care that goes into it is exactly the same.
“And that’s really the point. A tremendous amount of love, heart, and work goes into every campaign, and that’s not just from our side. It’s from the client, the designers, the artists, the playtesters, the partners, the backers, the community.
“Tabletop is a real group effort, and when all of those pieces come together the way they’re supposed to, that’s the success. Every single time. That never got old.”
Crowdfunding Future
Game Brands launched three years ago as Board Burst, before renaming itself to Digital Wizard. That company consisted of Game Brands, which focused on digital marketing and web support for the board, tabletop, and video game industries, and Opmasis, which provided the same services for realtors, personal injury lawyers and contractors.
Eichenwald told BoardGameWire that Opmasis would be closing its doors following the ODN acquisition. He said the new company would also cease reaching out to potential video game clients “for at least the time being” – although added that it would still accept video game clients if they request its services.
Game Brands’ previous experience in the tabletop industry includes working with Steve Jackson Games “to help them wrangle their website”, backend work for Restoration Games which Eichenwald said doubled the company’s website traffic, and providing website design assistance for Gamelyn Games prior to its acquisition by Tabletop Tycoon (now Tycoon Games).
Eichenwald said, “ODN’s number of clients is currently at 11, including the combined client bases of both companies. ODN has started moving in a very crowdfunding-heavy direction over the last few months, and I’m very excited to continue that work.
New OffDutyNinja CEO Ryan Eichenwald
“ODN’s crowdfunding team is second-to-none, and I’m looking forward to being able to help new games reach audiences in much more concrete, measurable ways than ever before.
“ODN has also had a very board and card game-focused history, but the addition of the Game Brands team – and Brad Bound especially – gives us deep roots in the TTRPG space as well that we’re eager to bring to ODN’s experienced team.”
The ODN team will also include CFO Chris Ortega and backer experience manager Carissa Yaffe, in addition to lead graphic designer Kevin Haemmerle. Editorial manager Anais Torres was already in the process of leaving ODN prior to the sale, but is currently helping with the company’s transition, Peavley added.
Asked to give her predictions for how tabletop crowdfunding might change over the next year or so, Peavley said, “I think we’re going to continue seeing Gamefound grow, and I’m genuinely hopeful that the increased competition will push Kickstarter to make some positive changes. A little pressure never hurts.
“I personally love what the BackerKit crowdfunding platform is doing and I hope to see it pick up more momentum in our space. The platform landscape is more interesting right now than it’s been in a long time, which is good for creators and backers both.”
Eichenwald, who attended the GAMA Expo trade show as part of ODN at the end of last month, said, “One of the big things that came up was just how many people were looking for crowdfunding support, especially after the economic shocks from last year.
“A lot of the newer games seemed to be small-box or app-enabled, and I got a sense of excitement this year that hadn’t been there the year previous – which makes sense, given that GAMA 2025 was overshadowed by the first round of tariffs.”
Mit dem Verlag HeidelBÄR Games ist vor einigen Jahren der spirituelle Nachfolger des legendären Heidelberger Spieleverlags entstanden und bringt seitdem jedes Jahr spannende neue Brettspiele auf den Markt. Auch 2026 gibt es wieder einige interessante Neuheiten, die bereits bekannt sind. Im Folgenden stelle ich deshalb 4 spannende Brettspiel-Neuheiten von HeidelBÄR Games genauer vor. Ich bin […]
From v6.10 there is a QR scanner on the Overview screen, this can be used to scan shared Play QR-codes directly from the app!
Challenge option
For all relevant challenges an option was added that, if enabled, makes sure plays that are counted for a challenge actually appear in the challenge.
This situation could happen in Challenges where there is a filter on Play count: when you play a Game the Play count goes up and the game was no longer eligible in the Challenge.
The option will be enabled by default for new Challenges, and can be enabled in older challenges by editing the Challenge.
More
The following has also been added/improved:
Switching between score sheets (generic, round, game) transfers entered scores.
Changing location of a play no longer updates to default players once they have been edited in that play.
Grouped Plays list View options in a submenu.
Updated tab bar icons.
Improved display of board/variants and roles in several locations.
Wir haben mit Autor Udo Peise über die Entwicklung seines 2-Personen-Spiels Instinkt: Duell der Tiere gesprochen. Erhaltet einen spannenden Einblick, wie lange auch bei einem so vermeintlich kleinen Spiel daran getüftelt wird.
Elf Creek Games has begun fulfilling a wave of overdue crowdfunding campaigns after returning to profitability under the leadership of Genius Games founder John Coveyou.
The publisher said it has broken a three-year run of losses since bringing in Coveyou to restructure the company last July, with the profits allowing it to get Santa’s Workshop into the hands of backers, as well as starting to pay some of the backlog of royalties it owes designers.
Elf Creek raised $1.6m through eight Kickstarter campaigns following its launch in 2017, scoring significant successes for games including Merchants of the Dark Road and Honey Buzz.
But the publisher entered years of turmoil after being hit with a $226,000 freight bill for shipping Merchants of the Dark Road in 2022 – more than four-times its initial $50,000 estimate – when global freight costs soared in the wake of the Covid-19 pandemic.
Rather than hold back fulfillment until prices fell, Elf Creek ploughed on in delivering the game at the vastly inflated cost, relying on the entirety of the game’s profits, credit, and forecasts for future sales – a decision from which company founder Brent Dickman admitted in 2024 the business had “never fully recovered”.
The announcement of Coveyou’s appointment last summer ended almost a year of silence from Elf Creek about the status of its undelivered crowdfunding projects – although company founder Brent Dickman confirmed to BoardGameWire in December 2024 that he was “actively looking for a home and way forward for all of our games, including our unpublished Kickstarter projects, and will make official statements when I am able”.
Genius Games founder and Elf Creek Games executive director John Coveyou
Coveyou founded Genius Games in 2013 following a career as an engineer, a science and chemistry teacher and a spell in the US Army. That company specialises in science-themed games with an educational bent, with its best known releases including 2019’s Ecosystem and 2021 release Genotype: A Mendelian Genetics Game (2021)
He is also the founder and director of accounting and tax firm Simple Financials, which Elf Creek said last year specialises in “helping small businesses recover from crises like ours”.
Elf Creek revealed at the end of February this year that it posted a 12.3% profit as a percentage of gross revenue in 2025, following losses of 8.8% in 2024, 33.25% in 2023 and 11.6% in 2022.
The detailed announcement from Coveyou and Dickman expounded on the extensive financial and operational changes the company had undertaken since the Genuis Games founder’s arrival.
It said, “Turning a business around isn’t about discovering a new or a secret playbook. It’s about returning to the fundamentals that every healthy business runs on. These are the things that, somewhere along the way, were deprioritized, deferred, or lost amid growth and day-to-day stressors.
“Most business crises are not sudden events; they are the outcome of the slow accumulation of small decisions that move a business away from the basics.
“None of this changes the impact on backers and partners who have been waiting, or the seriousness of outstanding obligations. The goal has been to restore operational stability so commitments can be met consistently and transparently.”
Those measures were listed by the company as:
Stop all non-essential spending immediately. Every expense was reviewed and non-essential spending was cut. Software subscriptions, agencies, marketing, new projects—anything that wasn’t directly tied to generating income or keeping the business operating was put on hold.
Gain visibility and control over cash flow and operations. A weekly cash and operations dashboard and tracking system was built so the team could see cash and inventory coming in, cash and inventory going out, and exactly where the business stood, in order to make proactive decisions instead of reactive ones.
Get to accurate financials. If the books are wrong, the decisions are wrong. The bookkeeping and accounting were caught up, reorganized for better insights, and reconciled back to the bank statements. Every decision going forward was then based on reality and insights instead of assumptions.
Prioritize and accelerate cash inflows. Core revenue channels were identified and reinforced, keeping the right inventory in stock, continuing to reconnect with key customers, and making sure the parts of the business generating cash had what they needed to keep doing so.
Generate cash from what’s already there. We made a focused effort to collect on outstanding invoices, liquidate dead or excess inventory, and find new ways to monetize existing IP or underutilized resources – with ongoing work still in progress.
Gain additional runway by renegotiating obligations. Many companies struggle under the weight of debt and accumulated obligations. The weight of this can be debilitating, and resolving it is often one of the most difficult steps. Keeping a company running is essential, because a shutdown stops repayment and harms all parties. We restructured debt, worked out new payment plans with vendors, and negotiated revised terms to ensure the company stayed viable and can continue paying back everything owed.
Focus on a few key priorities. Identify a few major “game changers” that will have the greatest impact, then stay focused while avoiding distractions. With the business more stable, we concentrated available time and energy on three key priorities: fulfillment of Santa’s Workshop, getting base games back in stock, and rebuilding critical sales channels to keep revenue flowing and support ongoing obligations.
The company added that it had also paid all outstanding 2025 designer royalties across the Elf Creek Games product line, and was making “steady payments” toward remaining balances from 2024 and earlier.
It said, “Our business exists because of the games we publish. And those games exist because of the designers who create them. Without great products, we simply don’t have a company.”
BoardGameWire reported last December that Paul Salomon, the designer of Elf Creek’s Honey Buzz and Stonemaier Games title Stamp Swap, had left the publisher in September 2024 while owed “an enormous and life changing amount of money”.
Speaking in the wake of Elf Creek’s new announcement, he told BoardGameWire, “I finally received a statement of all of the royalties that I am owed, which hadn’t happened in several years.
“Looking at it now, ‘life-changing’ may have been a bit hyperbolic, but it is definitely making a big difference in the financial reality for my family. I have in fact been paid all of my 2025 royalties! Amazing.
“And in fact, I have been receiving steady and substantial payments on back royalties. Again fantastic.
“Finally, I renegotiated my contract so that Elf Creek can continue to print and sell Honey Buzz products. I am really happy with how that worked out and there’s no question that John Coveyou has done an amazing job as executive director.”
Honey Buzz: Deluxe Edition
Elf Creek said that now fulfillment of Santa’s Workshop is complete in the US, and expected to be delivered worldwide in April, it would be prioritising small-batch fulfillment of Atlantis Rising Monstrosities, production of The Paradox Initiative, finalization and production of Secret Villages, and reprints of base games for Honey Buzz, Atlantis Rising, Merchants of the Dark Road, and Santa’s Workshop.
The company announcement said, “The hardest parts are mostly behind us, but there is still a long road ahead. We are hopeful that the future holds more opportunity than heartache.
“Our focus now is on executing the next phase responsibly and bringing the right people around the table to support long-term stability and reliable fulfillment.
“We’re looking to build a board of advisors, including those who have been in the trenches and understand what it takes to run and grow a business, as well as individuals who can contribute expertise, resources, or connections. If you have experience, resources, or a network that could help, we’d welcome a conversation.
“We’re open to exploring strategic partnerships, outside investment, or proposals that support operational stability and our next phase of growth. If there’s a business, brand, or operator out there who sees the value in what Elf Creek can become, the door is open.”
Ein Solo-Entwickler hat nach über 18 Monaten Arbeit das Slayer Pack veröffentlicht, eine kostenlose Homebrew-Erweiterung für das Slay the Spire Brettspiel. Das Pack umfasst 300 neue Karten und wurde in enger Zusammenarbeit mit der Community entwickelt und getestet. Alle Details und Druckdateien sind im zugehörigen BoardGameGeek-Thread zu finden.
Was steckt im Slayer Pack?
Die Erweiterung ist vollständig mit dem Basisspiel kompatibel und fügt sich nahtlos in das bestehende Material ein. Viele der enthaltenen Deck-Karten, Relikte und Tränke sind Adaptionen aus dem Videospiel, die es nicht in das offizielle Brettspiel geschafft haben. Ergänzt werden sie durch Eigenkreationen des Entwicklers.
Im Detail enthält das Pack 21 Jumbo-Karten mit neuen Bossen und Akt-4-Eliten sowie 198 Standard-Karten. Darunter befinden sich 21 neue Ereignisse, 115 neue Gegner samt Summons und Eliten, 28 Charakter-Karten, 17 farblose Karten, 4 Flüche und 10 Upgrade-Belohnungen. Hinzu kommen 84 Mini-Karten mit 17 Tränken, 47 Relikten und 20 Boss-Relikten.
Bei den Gegnern hat der Entwickler besonderen Wert auf Originalität gelegt. Fast alle sind Eigendesigns mit neuen Mechaniken, die sich deutlich von bekannten Gegnern unterscheiden sollen. Ein ausführliches „Monster Manual" mit Erklärungen zu allen neuen Gegnern und Mechaniken liegt als FAQ-Dokument bei.
Druck und Verfügbarkeit
Für den professionellen Druck stehen zwei Optionen zur Verfügung. Über den Druckservice MPC aus China lässt sich die englische Version für etwa 130 bis 140 Euro inklusive Versand und Importgebühren bestellen. Die Karten nutzen dabei das gleiche Material und die gleiche Druckqualität wie das Original. Alternativ bietet MB Print aus Polen sowohl eine englische als auch eine deutsche Version an, zu einem geschätzten Gesamtpreis von etwa 94 Euro inklusive Versand.
Wer die Kosten niedrig halten möchte, kann das Pack auch selbst ausdrucken. Druckbögen im A4- und Letter-Format stehen zum Download bereit. Der Entwickler weist darauf hin, dass 59 der Standard-Karten blickdichte Hüllen benötigen, damit sie im Deck nicht vom Rest unterscheidbar sind. Bei Nutzung entweder der Standard- oder der Ascension-Varianten soll alles gesleevt in die Originalbox passen.
Eine deutsche Version der Karten ist derzeit in Arbeit. Die Mechaniken wurden zudem vorausschauend so entworfen, dass sie mit künftigen Erweiterungen wie Downfall kompatibel sein sollten. Zusätzlich gibt es eine eigene Mod für den Tabletop Simulator, die mit der bestehenden Slay the Spire Brettspiel-Mod funktioniert. Alle Kartendateien sind öffentlich über einen Google-Drive-Ordner zugänglich. Das Slayer Pack ist kostenlos für den persönlichen Gebrauch und darf geteilt werden, solange kein Profit damit erzielt wird.
Bei Amazon gibt es bis zum 16. März die Frühlingsangebote*. Da gibt es viele günstige Angebote mit bis zu 50% Rabatt (teilweise sogar noch mehr), unter anderem für Brettspiele und Kartenspiele. Da könnt ihr viele interessante und günstige Spiele-Schnäppchen machen, sogar von relativ aktuellen Brettspielen. Und natürlich gibt es noch vieles mehr, was für Brettspieler […]
Noch fünf Tage, dann öffnet die deutsche Messe für Live-Rollenspiel LarpCon ihre Tore. Wer also nächstes Wochenende noch nichts vor hat, sollte einen Ausflug nach Kassel in Betracht ziehen. Die Orga hat ein buntes und vielfältiges Programm aufgestellt. Lest hier was euch erwartet.