On the Game overview screen an extra statistics section has now been added to the Stats Segment: Score margins!
The Score Margins sections shows the win and loss margins for plays of a game. Details about Score Margins can be found here: Score Margins.
Also new on the Game overview:
Tap bar chart data
For all relevant bar charts it is now possible to tap on it to view the related play(s). You can recognise these lines by the > at the end. This option is available with the Power expansion.
Dropdown menu for Stats Segment
Tap the name of the Stats Segment to access the drop-down menu and quickly switch between sections.
French board game publisher Fentasy Games has launched a new platform aimed at providing publishers with a more affordable way to get their higher complexity titles into the hands of retailers and gamers.
Company founder and CEO Florian Gigot told BoardGameWire Fentasy had scored several successes since launching towards the end of 2024, including localisations of complex titles El Burro and Stephens – but said its major challenge in that time had been “the structural reality of the traditional distribution model”.
He said, “We realised that for a small publisher, a ‘critical success’ doesn’t always translate to a ‘financial success’ once the middlemen take their cut. The same applies to many of my partners around the world.
“…between squeezed margins, production costs, and trade discounts, even a popular game can become a financial failure. For an independent publisher, this means increasing difficulty in funding subsequent projects – and ultimately, a real risk of going out of business.
“In this context, profitability is no longer a secondary objective, but a condition for survival.”
Gigot hopes newly launched platform BoardGameCommerce will give publishers of higher complexity games with smaller print runs – of between 500 and 1,000 units – a more sustainable financial option than the traditional board game industry distribution model.
Gigot said BGC differs, however, in that Fentasy commits to producing the game the moment it goes onto the platform, saying, “We don’t ask the community to carry the industrial risk – we carry it ourselves because we believe in the project.”
He said that model helps Fentasy and other publishers measure real demand for their titles, as well as giving visibility to game makers that might not be possible amid the plethora of new games battling it out through traditional distribution.
Gigot added that BGC also offers retailers “a professional interface to secure limited stock with high margins of up to 55%”, with no payment required until the game is ready to ship.
He told BoardGameWire, “I absolutely see this growing. In fact, BGC is designed to be an agnostic platform. We are already in talks with other small publishers who face the same ‘strangulation’ within traditional distribution.
“We want to offer them the same resilience we built for ourselves – bringing everyone together on a single, global platform. It makes it much easier for gamers and retailers to find exactly what they are looking for in one place.
“The icing on the cake is that all publishers using the BGC platform have access to a shared licensing ecosystem. For example, if Publisher A adds a game to BGC and is looking for a partner to localise it, Publisher B can check the available licenses for their country and initiate a business discussion immediately.
“BGC takes 0% commission on these deals – the goal is simply to be stronger together.”
Gigot said Fentasy aims to release between three and five titles each year, with about half going through BGC and half, such as its localisation of Animal Rescue Team and upcoming strategy title Microlonies, through traditional distribution.
The BoardGameCommerce platform
The publisher’s first release through BGC is Iron Games’ Mesopotamia-themed territory builder Papyria, with future titles set to arrive on the platform before the end of next year including Martin Wallace space exploration design Casus Belli and Masaki Suga’s chocolate industry strategy title Bean to Bar.
Other Iron Games releases available through BGC include Discordia and its Magna expansion, Pandoria and Ploc, while Fentasy’s French localisation of Uwe Rosenberg design Kanal – previously Oranienburger Kanal – is also present on the platform.
But Gigot added, “Titles like Animal Rescue Team and Microlonies will still follow the traditional distribution model. We aren’t abandoning big distribution – we are simply choosing the right tool for the right game.
“There is no ‘hostility’ toward the traditional model – it just isn’t built to sustain niche titles effectively.”
Gigot said Fentasy’s biggest successes since its late 2024 launch have included Kikai – Bricolage Heads, which he said moved more than 4,000 copies “in a short window for a game of its complexity”.
He added that 2026 release Microlonies “is following the same successful path. It proved that a hungry audience exists for deep, high-production-value games”.
Fentasy’s success to date has persuaded Gigot – who runs the company as “a small, agile core team of one person” – to expand its scope internationally, with him telling BoardGameWire the business is moving towards a 60% international / 40% France split.
He said, “We are always looking for new partners to localize our games in their countries and to localise their games into French.
“Our goal for 2027 is to achieve a synchronized BGC launch for our expert line across Europe (Germany, Poland, Italy, Spain) and Canada, China, allowing local publishers / retailers to bypass the heavy costs of international imports.”
The German branch of high IQ society Mensa has unveiled its full slate of nominees for this year’s MinD Spielepreis.
Mensa in Deutschland has run the awards contest since 2009, and has operated a ‘shorter games’ category for more than a decade and lighter two-player games prize since 2019.
This year’s ‘shorter games’ category will be fought over by titles including 2025 Spiel des Jahres nominee Krakel Orakel, as well as Grégory Grard and Mathieu Roussel’s design Zenith and Take Time from Alexi Piovesan and Julien Prothière.
Word chaining game Next by Verena Wiechens and Lukas Setzke is also up for the shorter game prize – which focuses on titles that play in well under an hour – as is Maldón’s design El Camarero (published in Germany as Chaosteria), and Wilmot’s Warehouse from David King, Ricky Haggett and Richard Hogg.
In the two-player games category, Bruno Cathala’s design Kamon is up against Niwashi, from Gautier de Cottreau and Baptiste Laurent, Junghee Choi’s Orapa and Tobias Tesar’s Perfect Murder.
Playball, designed by David Florsch, will also compete in that category, as will Strategeti by Ignasi Ferré and Suna Valo, designed by Andreas Odendahl (who goes by ode.).
Jochen Tierbach, who has been organising the MinD Game Award for 16 years, said at the time, “There are already various awards and prizes for family and connoisseur games.
“But for expert games, the really tough ones, there is no such thing in Germany yet. And we feel that the industry wants it.”
The long list of more than 20 expert-level titles was whittled down to six challengers for the complex games award this year: Galactic Cruise, Luthier, Shackleton Base, Speakeasy, Thebai and Thesauros, all of which have been released in Germany since Spiel Essen last October.
Last year’s MinD award for complex games saw Tomáš Holek’s space exploration eurogame SETI add to its array of prizes, while Simone Luciani and Dávid Turczi’s Nucleum triumphed in 2024.
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Financially-troubled board game publisher CMON says it plans to relaunch its halted crowdfunding operations later this year, after seeing its annual losses soar to almost $20m in 2025.
But a month later it emerged that CMON’s financial problems had been growing long before the tariffs, with the company announcing it had slumped to a loss of more than $3m in 2024 due to falling sales for its crowdfunding campaigns.
CMON’s $23m losses across 2024 and 2025 are now almost 5.5-times larger than its profits from the preceding nine years combined – and have led an independent auditor hired by the company to question whether it has the resources to stay in business for the foreseeable future.
An extract of a report from auditor Zhonghui Anda shared by CMON, which is set to appear in the company’s 2025 annual report next month, considered the publisher’s $19.9m annual loss, its net liabilities of more than $3.5m and contract liabilities of over $7.5m, saying, “These conditions indicate a material uncertainty which may cast significant doubt about the Group’s ability to continue as a going concern.”
CMON’s directors have a different view, however, saying in the 2025 financial report that the company “should be able to continue as a going concern” thanks to a trio of factors.
They include financial support from some of the directors “sufficient to finance CMON’s working capital requirements”, the roughly $2.4m proceeds from selling its Singapore office that it received in January, and the roughly $1.25m gross proceeds from a successful share sale last month.
CMON’s hefty liabilities are largely due to its eight undelivered crowdfunding campaigns, which are not recognised as revenue on the company’s books until they are fulfilled to backers.
The company said that delivering crowdfunding projects in 2024 contributed about $20m in revenue – a figure which had sunk to just $200,000 last year according to its latest financial report.
CMON said the 2025 losses were driven by a “significant decline in revenue”, which fell more than 73% to $9.9m last year, compared to the $37.3m total from 2024.
DCeased from CMON || Kickstarter image
It also cited impairment losses on property, plant and equipment, right of-use assets and intangible assets, and a loss it made disposing intellectual properties and related assets as part of its “strategic portfolio restructuring”.
Those IP sales included parting with its most famous and profitable title Zombicide – which has raised more than $40m on Kickstarter since its 2012 launch – to Asmodee, as well as Blood Rage, Rising Sun and Ankh to Tycoon Games.
CMON said all those sales combined amounted to about $5.1m, but added that it actually made an overall $2.4m loss on disposal of intellectual properties and related assets across 2025.
It also made a $5.7m loss due to undertaking an impairment assessment on some of its property, plant and equipment, right-of-use assets and intangible assets “with finite useful lives”.
CMON said in the financial report, “These actions, while negatively impacting short-term results, were undertaken to strengthen the Group’s operational focus and reduce future cost burden.”
The company’s remaining significant IP includes the Massive Darkness series, with the most recent installment, Massive Darkness: Dungeons of Shadowreach, completing a $2.85m crowdfund on Gamefound early last year – a figure which rose to more than $3.7m including late pledges.
That campaign was CMON’s last before it scrapped its future crowdfunding plans two months later. The company has pivoted in the interim to releasing several small-box games direct to retail, including Collect!, Peanuts Talent Show, Fairy Perfume, Rocket Punch and Yokai Carnival.
Collect! from CMON, designed by Jérémy Ducret and Johannes Goupy
Discussing its current strategy in the report, the company said, “In light of the continued uncertainty in the global market, particularly the instability arising from US import tariffs on certain products since the first half of 2025, the Group has taken decisive steps to restructure its operations and strengthen its financial position.
“Our current strategy is to:
1) reduce exposure to large-scale crowd-funding launches in the near term, focusing on fulfilment of games already committed to backers, with plans to resume crowdfunding activities in the second half of 2026 with new titles from current game lines;
2) grow distribution in Asia as a primary strategic market;
3) maintain a streamlined operational structure with reduced headcount and a smaller office footprint in line with the Group’s current scale of operations; and
4) maintain a debt-free position following the full repayment of bank borrowings, significantly reducing the Group’s financial liabilities and improving its financial resilience.
“We remain committed to becoming a quality developer and publisher of tabletop games and believe the strategic refocus toward Asia and selective game development will position the Group more sustainably for the future.”
CMON said it had reduced its revenue exposure to the US to about 21.4% of its total across 2025, compared to around 42% for the previous year, through what it described as a “deliberate strategic pivot toward Asia”.
The report showed CMON’s combined North and South America revenue fell more than 86% last year to about $2.1m, from around $15.7m in 2024.
European revenue also fell more than 81% year-on-year, from about $12.7m to around $2.4m. Asia revenue fell too, but much less sharply, down about 33% in 2025 from $8m to around $5.3m.
CMON said in the report, “Notwithstanding this reduced exposure, tariff-related uncertainties may continue to affect future export sales, revenue and gross margin performance in the US market.
“The Group intends to maintain its current reduced focus on the US market until the trade environment stabilises and market conditions improve.”
CMON also revealed the scale of its staffing cuts in the latest report, with headcount falling from 81 at the start of 2025 to just 41 at the beginning of this year.
The report said total staff costs had fallen in that time from about $4m to around $2.8m, including pay for its directors and their pension fund contributions, but it did not provide a breakdown of those numbers.
Petiquette, Thomas Sellner’s card game of picking out patterns among hat-wearing animals, has been named game of the year at this year’s Golden Box Awards.
The Oink Games-published design fought off competition from 2025 winner Isao Mukai, who was nominated for Banana Governance – a card-based drafting and bidding game which sees players attempt to satisfy the needs of hungry monkeys better than their opponents.
A comment from the selection committee about Petiquette called the title “a brilliant and sharp work typical of Oink”.
Cards from Banana Governance, designed and published by Isao Mukai
It said, “I’ll never forget the shock I felt the first time I played it. The rules are simple: just give the answer that fits in the single ‘?’ on the cards laid out.
“But… the eyes of those who give the same answer feel friendly. The mouths of those who give a different answer seem to twist. The loneliness of desperately trying to explain when you’re the only one who gives a different answer.
“A mix of various emotions. The unique experience of this game really stands out.”
The annual Golden Box contest was launched four years ago, modelled on the American film industry’s Academy Awards. More than 40 industry professionals from within the Japanese board game sphere voted on this year’s award.
In addition to ‘Best Picture’ for the overall game of the year, the awards also celebrate the best in game design, art, graphic design, production and rulebook work through individual awards.
Cover art for Sweet Lands
Eve Inc-designed Nusutto Cat – also known as Meow Heist – triumphed in this year’s Game Design Award, while best art went to Totsuca Chuo’s Sweet Lands, which was illustrated by Tatsuki Asano and Broni120.
Moyuki Adisawa’s animal jet ski racing game Tornado Splash picked up the Graphic Design Award thanks to the work of iD Creative Co, while the Production Award went to National Economy and Toshinori Iwai.
The selection committee said of the Production Award win: “It’s great when a great game is revived. It’s even better when a great game is revived in the best possible form.
“This new edition not only makes the seemingly impossible revival of this masterpiece a reality, but also reinterprets it in a more refined way.
“The ‘box within a box’ structure, combining the three parts, is exciting even before you start playing, and the ‘household budget’ mechanism that characterizes this game is implemented clearly and beautifully as a ‘safe’.
“This masterpiece hasn’t lost its appeal even after ten years, and this new edition will be loved for even longer.”
Yoshihiko Koriyama worked on the rulebook for that title, with proofreading from Shota Okano and DTP work from Makoto Takami. The selection committee said, “The fact that you can essentially understand the game rules by reading just one page is excellent.”
Bomb Busters designer Hishashi Hayashi collecting his Spiel des Jahres award
The win marked the first Spiel des Jahres triumph for an Asian designer in the prize’s 46-year history, and underscored the huge rise in tabletop designs making their way across from Asia to Europe and North America in the past decade.
Each winner will receive a golden board game box as a trophy.
Winner: Sweet Lands, Totsuca Chuo (Uchibacoya) – art by Tatsuki Asano and Broni120 A Boar, Crab, Dung Beatle, Takuya Iwamura (Kyuhachi Dog) – art by Takuya Iwamura Ghost Lift, Onegear (Engames) – art by Sai Beppu
Graphic Design Award
Winner: Tornado Splash, Moyuki Adisawa (ArcLight Games) – graphic design by iD Creative Vidro, Keita Kasagi (Bamboo Games) – graphic design by Kakuzato Shady Lady, Kaya Miyano (Mob+) – graphic design by Sai Beppu
Winner: Down Down Dungeon, Reiner Knizia (ForGames) Electra Select (The Society for Appreciating Swaying Buds) Snowp, Eisuke Fujinawa, Kazunori Hori (SzpiLAB)
French board game publisher Don’t Panic Games has continued its expansion into the North American market, telling BoardGameWire the success of several recent titles had reinforced its confidence in the strategy.
The company has made a name for itself providing French localisations of games including Final Girl, Champions of Midgard and Fantasy Realms since it was co-founded by current director Cédric Littardi in 2013.
But Don’t Panic has also found success publishing its own titles such as Chess-like abstract game Above – and said the performance of that, and several other recent games, had persuaded it to bring more of its titles to North America.
Emma Recher, who will head up a three-person team at Don’t Panic’s new US office in California, told BoardGameWire, “Several recent titles have reinforced our confidence in expanding more directly into the US market.
“That is one of the reasons we are beginning this US expansion with titles such as Spyworld, Luminis, Above, and Maiko, which are also the titles highlighted in our North American launch announcement.
“We also have additional releases planned each quarter this year, including Don’t Drop the Soap! toward the end of the year.”
Above, designed by Yves Charamel-Lenain, from Don’t Panic Games
Don’t Panic said those licensed titles would continue to be distributed by Japanime, while the French company’s historical and war line, including Fighters of the Pacific and Fighters of Europe, will continue to be distributed by Ares Games in the US.
Recher said, “What the new US office changes is that Don’t Panic can now directly support additional English-language titles that were not previously represented in the market in the same way.
“For retailers, that means broader access to the catalog, closer communication, more direct follow-up, and stronger on-the-ground marketing support.”
Don’t Panic added that it would be supported in the US by Double Exposure, which will represent the company at both major and smaller conventions – adding that it had a “robust demo schedule” planned over the next few months.
When asked about Don’t Panic’s decision to expand further in the US despite ongoing uncertainty over the country’s tariffs policy – and its effect on board game publishers working in the country – Recher said, “Like many publishers in tabletop gaming, we are watching the tariff situation very carefully. It creates uncertainty across the supply chain, from manufacturing and freight planning to wholesale pricing and retailer margins.
“Our approach is to stay flexible: planning conservatively, reviewing sourcing and logistics options on an ongoing basis, and working closely with our partners to protect continuity of supply as much as possible.
“The current environment is challenging for everyone in the industry, but we believe the best response is to remain pragmatic, adaptable, and transparent with our partners.”