❌

Normale Ansicht

Questions for The Bits: My Answers (Part 1)

05. Oktober 2026 um 18:06

I love listening to publishers speak publicly, frankly, and openly about their business decisions. Two such publishers are Joe from Allplay and Nick from Bitewing, both of whom share their thoughts and often field questions from guests on a podcast called The Bits.

I also love asking questions, so I reached out to Joe and Nick to see if they might consider me as an inquiring guest. They were very kind to accept, and we recorded the episode recently. It hasn’t aired yet, but I thought it would only be fair if I answered the same questions I asked. So here’s part 1, and when the episode airs, I’ll share it here and add my answers to the remaining questions.

  1. I really appreciate that you two take the time to make this podcast. Does it continue to bring you joy, and what’s a game-related podcast you enjoy?

I’m fortunate to have a few platforms on which I share my thoughts on publishing from different angles: this blog (which is also available as a podcast), our game design YouTube channel, and the Posivitely Board Gaming podcast (with cohost Mitchell Whitfield). All of these formats absolutely continue to bring me joy, especially when I get to hear your thoughts in the comments; if they weren’t, I wouldn’t keep making them week after week, year after year!

I listen to a lot of podcasts about games, but I’m only aware of a few that are recorded and regularly posted by fellow publishers. There’s The Bits, Lens and Veil (by Shem, Sam, and Zach from Garphill Games), Decision Space (one of the hosts is Paul from Gamehead Games), Think Like a Game Designer (Justin Gary from Wise Wizard Games), Nerdlab (Marvin at Nerdlab), and Crowdfunding Nerds (Andrew Lowen at Lowen Games).

2. What’s the best way you currently serve customers? What’s the #1 area of improvement for serving your customers?

This is a slightly difficult answer to question, because at the heart of literally every decision we make at Stonemaier Games is, “Does this serve our customers? How can this better serve our customers?” We don’t always get those answers correct or execute them perfectly, and what’s best for one customer may not be what’s best for another hundred customers, but this is our guidepost every day.

So what’s the best way we serve you? I’m actually more interested in your answer to that than my answer. But if I were a customer of Stonemaier Games instead of the co-founder, I think I might say that I appreciate the sheer abundance of art (all created by humans) in each of our games. I love when every card or tile in a game has unique art, and I don’t take that for granted–it is a significant expense, and one that takes time, trust, and project management. A close second might be how accessible we are (mostly publicly, but also privately for confidential questions/requests), but it’s really quite rare that I ever have a direct question even for my favorite publishers.

As for our #1 area of improvement, I think it’s first-printing perfection. We put so much work into creating, testing, and proofreading our games, expansions, and accessories, yet we all-too-often falter late in the process with something that ends up sticking out like a sore thumb. While only some of these errors are my fault, they are all my responsibility. We’re currently using an app called PageProof for proofreading that seems to be helping significantly, and our PPC playtests over the last few years really help too. But we can do better, and we will do better.

3. For people who don’t already follow you, what is the number 1 way they discover your newest product?

Honestly, it’s far more important for me to serve people who already follow us or our games than it is to entice newcomers (whether it’s via organic marketing, our content, advertising, etc). However, I also strongly believe in the power of actively and inclusively inviting people into the world of Stonemaier Games. I want to welcome people who haven’t tried one of our games, especially if there’s a game we make that might bring joy to their tabletop.

Again, it’s difficult to pick a true #1; rather, I have a top 5. However, of those 5, I think if I had to choose one, it would be word of mouth from people who either play our games and share them with friends (one of the perks of making games/expansions that always play up to at least 5 players) or follow our content and share it publicly. This is followed by reviewers (we send thousands of review copies each year), retailers (it’s hard to measure if people are discovering our games through retailers or if they’re learning about them elsewhere and going to the retailer for the purchase), digital games (Board Game Arena in particular is a great discovering platform, though I’ve heard from many people who discovered Wingspan via Wingspan Digital), and play-and-win at conventions (thousands of people play our games for the first time via play-and-win, but I’m not sure how many of them are learning about those games for the first time via play-and-win).

I’ve rambled enough for today, so I’ll save the remaining 7 or so questions for future articles. I’d love to hear your thoughts about all three, whether they’re in relation to Stonemaier Games or if you’re a publisher who would like to share your answers!


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.

Jump in the Pit – A Grabble Review

05. Oktober 2026 um 15:00
Grabble sounds dumb. You take it off the shelf, remove the lid, and put the game box in the middle of the table. The box is the playing arena, so yes, I’m hitting you with the “place the board in the center of the table” instruction. In the box is a bunch of junk. Shiny…

Read more →

ELZNIR GAMES auf der SPIEL Essen 2026

02. Oktober 2026 um 10:06

Auch 2026 lädt der Merz Verlag wieder zur SPIEL Essen ein. Vier Tage lang verwandelt sich die Messe in einen Treffpunkt für Hunderttausende Spielebegeisterte aus aller Welt. Natürlich sind auch wir von ELZNIR GAMES wieder mit dabei und bringen jede Menge Neuheiten mit nach Essen.

Unsere Neuheiten auf der SPIEL’26

Ihr findet uns mit unserem eigenen ELZNIR GAMES Stand 2B110. Dort könnt ihr unsere aktuellen Neuheiten direkt vor Ort ausprobieren und euch von unseren Spieleerklärern durch die Partien führen lassen.

Ihr müsst also nicht erst die Spielregel lesen, bevor es losgeht. Unsere Erklärer zeigen euch, wie die Spiele funktionieren, und beantworten natürlich auch eure Fragen. So könnt ihr euch direkt auf das konzentrieren, worum es eigentlich geht: Spielen.

Ihr könnt einige unserer Neuheiten bereits vor der SPIEL Essen 2026 vorbestellen. Die jeweiligen Spiele haben wir unten direkt mit den entsprechenden Vorbestellseiten verlinkt. So könnt ihr euch euer Exemplar schon vorab sichern und wisst direkt, welche Spiele euch auf der Messe erwarten.

Bei uns könnt ihr unter anderem diese Neuheiten entdecken:

Mythologies

In Mythologies führt jeder Spieler eine junge Stadt, deren Glaube von den großen Mythologien der Welt geprägt wird. Aus den Legenden verschiedener Kulturen ruft ihr mächtige Gottheiten und sagenhafte Kreaturen an, um euer eigenes Pantheon zu formen und ihre Gunst zu gewinnen.
Doch nicht nur die Wahl der Wesen zählt, sondern auch ihr Platz im Pantheon. Zwischen himmlischer, irdischer und Abgrundebene entstehen mächtige Kombinationen,
Opfer und Prüfungen. Nur wer die richtigen Wesen im richtigen Moment auswählt und klug im eigenen Tableau einsetzt, wird am Ende die meiste Gunst erringen.

Roxane

Wer meint, wahre Abenteuer spielten sich nur im Kampf gegen Monster oder beim Regieren von Imperien ab, sollte versuchen, das Herz Roxanes zu gewinnen. Als junge Cyranos werben die Spielenden um ihre Gunst, sammeln Zeichen ihrer Zuneigung, beweisen Mut im Duell und formen aus ihren Worten die schönsten Verse. Doch Roxane ist wechselhaft: Ihre Vorlieben für Romantik und Poesie verändern sich im Verlauf der Partie – und nur wer ihre Wünsche erkennt und im richtigen Moment handelt, kann am Ende ihr Herz erobern

Fate: Die Verteidiger von Grimheim –
Valkyria & Godin

Ich bin eine Walküre, eine himmlische Jungfrau, deren Aufgabe es ist, die Seelen gefallener Krieger zu ihrem ewigen Lohn zu führen. Hoffentlich stirbt jemand, damit mein Besuch in Grimheim nicht umsonst war …
In Godins Augen ist alles eine potenzielle Zutat und alles muss ausprobiert werden, bevor man es verwirft. So sind viele seiner experimentellen Mixturen entstanden – manche berühmt, manche berüchtigt. Eines ist jedoch sicher: Wenn man ein Schmerzmittel braucht, ist seine Brauerei immer geöffnet und seine Mixturen betäuben alles … wochenlang.

Snails: Feuer im Schneckenhaus Erweiterung

Willkommen zurück auf Gastropodia: Neue Inseln steigen aus den giftigen Gewässern auf, neue Anführer betreten die Bühne – und diesmal wird schweres Gerät aufgefahren. Granaten, Kugeln und Feuer markieren die Schlachtfelder, während Windböen selbst verfehlte Schüsse zur Gefahr machen. Wer dachte, Snails sei schon chaotisch, bekommt hier die nächste Stufe des Schneckenkriegs

Der Herr der Ringe: Die Entscheidung

Die letzte große Auseinandersetzung um das Schicksal Mittelerdes steht bevor. Während der dunkle Herrscher Sauron seine Streitmacht sammelt, versucht die Gemeinschaft des Rings, den Einen Ring unbemerkt zum Schicksalsberg zu bringen. In Der Herr der Ringe: Die Entscheidung übernimmst du entweder die Kontrolle über Frodo und seine Gefährten oder über Saurons unheilvolle Diener. Jede Bewegung entlang der Frontlinie kann die Partie entscheiden – gelingt es dir, den Ringträger nach Mordor zu führen oder die Hoffnungen des Westens zu zerschlagen?

Frosted Blooms

Die frische niederländische Luft trägt die noch anhaltende Kälte des Winters mit sich, die gelegentlich die erwachenden Polderfelder mit einem zarten Morgenfrost überzieht. Doch unter diesem flüchtigen Schimmer strecken sich die ersten entschlossenen Tulpen dem Himmel entgegen und versprechen mit ihren kräftigen Farben einen leuchtenden Frühling.
Als ambitionierte Gärtnerinnen und Gärtner wetteifert ihr darum, die am meisten bewunderte Tulpenpracht zu züchten. Wählt geschickt Landschaften, setzt gezielt Verbesserungen ein und erschafft so das eindrucksvollste Gartenkunstwerk der Saison

Circadia

Du bist ein Führer der Traumwege und hast die Aufgabe, den geflügelten Bären des wilden Waldes, den verwurzelten Axolotl des unruhigen Flusses und die Wolkengans
des hohen Nebels zurück in ihre Gebiete zu bringen. Indem du die Kräfte der Geistwesen zu harmonischen Zusammenkünften verwebst, stellst du ihre Verbindung zu den Lebensräumen wieder her. Doch nur der Führer, der Circadia am meisten ins Gleichgewicht bringt, wird als Hüter des ewigen Kreislaufs in Erinnerung bleiben

Und wenn euch eines unserer Spiele besonders gut gefällt, könnt ihr es natürlich direkt bei uns am Stand kaufen.

Dabei habt ihr auf der SPIEL Essen 2026 teilweise sogar die Möglichkeit, Spiele früher zu bekommen als im normalen Handel. Für die Messe haben wir von einigen unserer Neuheiten kleinere Mengen vorab nach Essen gebracht. Dadurch können wir euch die Möglichkeit bieten, manche Spiele bereits auf der Messe zu kaufen, bevor sie anschließend regulär bei Händlern und in Spieleläden erhältlich sind.

Noch mehr Spiele am zweiten Stand

Aber das ist noch nicht alles!

Neben unserem großen ELZNIR GAMES Stand 2B110 gibt es auf der SPIEL Essen noch einen zweiten Stand von uns. Die JoeKas World GmbH ist direkt gegenüber mit einem eigenen Verkaufsstand vertreten.

Damit führen wir eine lange Tradition fort, die bereits beim Heidelberger Spieleverlag ihren Anfang genommen hat. An diesem Stand findet ihr eine große Auswahl an Spielen von uns und unseren Partnern zu teilweise deutlich reduzierten Preisen.

Wer gerne nach besonderen Schnäppchen sucht, sollte hier also unbedingt vorbeischauen. Neben reduzierten Spielen könnt ihr dort auch das eine oder andere echte Schätzchen und möglicherweise sogar Out-of-Print Spiele entdecken, die im normalen Handel nicht mehr ohne Weiteres zu finden sind.

Ihr findet den Stand direkt gegenüber unseres großen ELZNIR GAMES Standes bei 2B100.

Wir sehen uns auf der SPIEL Essen 2026!

Egal, ob ihr unsere neuesten Spiele ausprobieren, euch die Neuheiten erklären lassen oder auf Schnäppchenjagd gehen wollt: Besucht uns auf der SPIEL Essen 2026!

Wir freuen uns auf vier Tage voller Spiele, Gespräche und hoffentlich jede Menge spannender Partien mit euch.

Der Beitrag ELZNIR GAMES auf der SPIEL Essen 2026 erschien zuerst auf Elznir Games.

Why? Why? Why?

01. Oktober 2026 um 16:55

Over the last 14 years at Stonemaier Games, many times we’ve asked ourselves why things are the way they are (both in the game industry and within our company). This led to us being one of the first publishers to offer region-friendly shipping, to Stonemaier leaving behind crowdfunding in 2015, and eventually to me hiring my wonderful team of coworkers starting in 2020.

“Why?” is such a powerful question. So why only ask it once?

This is an insight from Mehul Nariyawala, co-founder of Matic Robots. On his recent appearance on the Unit Economics podcast, Nariyawala shared that a common practice at Matic is to ask “why” three times in a row to get to the heart of a problem or question.

An example of this came up recently with the success of Wingspan Pocket. Both externally and internally, people have asked if we should make an expansion or a spinoff. “Why?” I asked. Well…that’s what publishers do when a game sells well. “Why? Is the game missing something?” Well…no, but I’ll always take more cards. “Why aren’t there more cards?” Wingspan Pocket’s abilities are depicted as icons, not text, and with icons there’s a limit to the number of unique abilities. “Why not add more text?” That’s counter to the accessible, approachable concept of Wingspan Pocket; rather, Wingspan is already there if you’re looking for a lot of unique, text-heavy powers.

Sometimes the answers might reveal information but need more time. For example, a number of people have recently asked if we will sell games on our webstore for pickup at Essen. The answer is no, but why? We use InsideUp’s POS at Essen, and it doesn’t sync to our Shopify. Why do we use their system? We share a booth with them, and it’s more customer-friendly if customers can buy products from both companies at a single checkout. Why value efficiency over preorder convenience? It’s partially economics: It’s much more expensive to sell games at a convention than on our webstore. Why? Booth rental and personnel costs. Why not find a way to make it work financially? If it best serves customers, I think that’s a worthy goal to pursue.

I really like this concept not only for business discussions, but also for processing playtest data. “This card was useless.” Why? “I never used its ability.” Why? “The ability was too expensive to activate.” The best playtesters provide the third answer right from the start, but even then I sometimes dig deeper to best understand the problem so I can try to identify the best solution.

Why? Why? Why? I’m going to use this approach for more questions in the future. Have you tried something like this?


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.

This Game is More KILLER – Franchise of Fear in Review

28. September 2026 um 15:00
Ivan Turner is digging deep to bring us the third installment in his This Game is KILLER franchise. I was pleased with the initial offering, a riff on Ridley Scott’s Alien that took the form of a half hour semi-cooperative party game. Players slink about their ship, attempting to stave off death and kill the…

Read more →

Terms and Conditions for the ‘Fantastique’ Contest

23. September 2026 um 10:06

Participation

1.1. To be eligible for participation, you must be at least 18 years of age and a resident of Germany or Austria. Participation is free of charge and does not depend on the purchase of products or services from AMIGO Spiel + Freizeit GmbH. AMIGO staff and their dependents are barred from participation in this promotion. Everyone who posts a correct photo using the right hashtag automatically enters in the promotion. Participants are responsible for supplying correct information. Entry using automated mass entry systems supplied by third parties is prohibited.

 

1.2. The organizers can bar individuals from participation if there are valid reasons, e.g., double entries using different email addresses, participation of organizations outside valid areas or other violations of these terms and conditions. In this case, prizes may be revoked retroactively and recalled.

 

1.3. AMIGO may interrupt or terminate the promotion at any time without prior notice and without citing any reasons. This right may especially be enforced if a proper implementation of the promotion becomes impossible for technical or legal reasons.

Prizes

To enter the promotion, visit the AMIGO booth at SPIEL 26, take a postcard with a fan-card, find that fan-cards fully shown fan at one of our participating retailers, take a photo of the fan-card and the fully shown fan together and post it on Facebook and/or Instagram using the hashtag #wintastic. Every correct photo that is publicly visible (as a post or a comment) on either network on October 28th, 2026, and bears the right hashtag counts as one entry. Alternatively, stories or private posts may be entered as screenshots sent to AMIGO via private message – again, each photo counts as one entry. Rights to the pictures must lie with the person posting them, they must be free of the rights of third parties and mustn’t violate any brand or personal rights of others. Participants assure that any persons visible in their pictures agree to publication on Facebook and Instagram as well as on AMIGO websites and allow AMIGO Spiel + Freizeit GmbH the right to use their photos for PR and marketing purposes (e.g., publication on their own website and the social media channels mentioned above).

 

The main prize consists of one large new release package 2027 which will be sent to the winner in two installments in 2026: once in January and once in September, at the point when the new AMIGO releases come out. 2nd and 3rd prize are one surprise package each, featuring fan articles of AMIGO games.

 

Participation in the promotion bears no relation to purchase of products or services. Cash substitution of prizes isn’t possible. Any additional cost related to claiming the prizes must be borne by the winners. It’s strictly prohibited to make use of additional email addresses or social media profiles. One prize per participant, multiple wins aren’t possible.

Duration of the Promotion

3.1. The participation window remains open until midnight on October 28th, 2026, 23:58h. Any photos entered after the end of this period will not be considered in the draw.

 

3.2. The organizers are not responsible for the availability of websites, computer systems or networks, or telecommunication systems needed to access the organizer’s website or computer systems provided by them or third parties.

 

3.3. Proof of transmission does not count as proof of delivery with the organizers.

Drawing and Notification of Winners

Winers will be selected randomly and notified using private messages on the relevant network. Subsequently, they will be sent their prizes. In some cases, these may be sent from an external warehouse run by a service provider, so AMIGO Spiel + Freizeit GmbH may not appear as the sender on the label.

Treatment of Personal Data / Data Protection

5.1. For the promotion, the following data of participants will be processed:

· First and last name,

· Contact information like email or postal address.

 

5.2. Purposes

Participants’ data will only be collected and stored for the purposes of this promotion and processed for the winners’ notification.

 

5.3. Legal Basis of Data Processing

The legal basis for processing this data is Art. 6 Paragraph 1 lit. b GDPR – fulfillment of contracts, if you agree to these terms and conditions, which creates a contract with us. We will only process your data to show your participation in the promotion, to communicate with you on this specific subject, to notify you if you win, and to provide you with the prize if applicable.

 

5.4. Recipients of Personal Data

Participants’ data will partially be processed by contractually bound external service providers (processors according to Article 28 GDPR). AMIGO Spiel + Freizeit GmbH ensures compliance with all regulations regarding data protection and processing on the part of these service providers.

Otherwise, no personal data of participants will be passed on to unauthorized third parties.

 

5.5. Deletion and Retention Period

We delete all personal data of participants when they are no longer needed for the stated purposes, unless prohibited by legal retention obligations and burden of proof. Deletion in accordance with data protection protocols takes place three months after the end of the promotion.

 

5.6. Participants’ Rights

Regarding the processed personal data, participants retain the following rights:

· Right of access by the data subject (Article 15 GDPR),

· Right to rectification (Article 16 GDPR),

· Right to erasure of participants’ data (Article 17 GDPR), unless prohibited by legal retention obligations or contractual reasons.

· Right to restriction of processing (Article 18 GDPR),

· Right to object (Article 21 GDPR), and

· Right to data portability (Article 20 GDPR).

· In addition, participants have the right to complain to a regulatory authority at their location, the location of their work or the location of the alleged infraction if there is probable cause to assume that the relevant personal data is being processed in a way that violates the GDPR (Article 77 GDPR).

 

If participants have consented to the use of their data, they may withdraw said consent at any time and in perpetuity. In this case, participation in an ongoing promotion naturally is no longer possible.

 

For further information, access requests or withdrawal of consent to data processing, please contact us via email at datenschutz@amigo-spiele.de or at the postal address below.

 

To read our privacy policy, please visit: www.amigo-spiele.de/en/privacy-policy

Applicable Laws

These terms and conditions, as well as any disputes or differences of opinion regarding this promotion are subject to German law. The German-language terms and conditions take precedence over this translation.

Responsible Party

For questions or complaints regarding this promotion, please contact the organizes at the following address:

AMIGO Spiel + Freizeit GmbH

Waldstraße 23-D5

63128 Dietzenbach Germany

hotline@amigo-spiele.de

This promotion is in no way sponsored, supported or organized by Meta.

Conclusion

All decisions are final and binding in all respects and not subject to legal recourse.

Teilnahmebedingungen für das Messegewinnspiel mit ‚Fantastique‘

23. September 2026 um 10:06

Teilnahmebedingungen & Datenschutz

For the English version of the terms and conditions, please scroll down.

1. Teilnahme

1.1. Teilnahmeberechtigt sind alle, die mindestens 18 Jahre alt sind und ihren Wohnsitz in Deutschland oder Österreich haben. Die Teilnahme ist kostenlos sowie unabhängig vom Erwerb von Produkten oder Dienstleistungen der AMIGO Spiel + Freizeit GmbH. Mitarbeitende von AMIGO sowie deren Angehörige dürfen an diesem Gewinnspiel nicht teilnehmen. Alle, die ein korrektes Foto mit dem richtigen Hashtag posten, nehmen automatisch am Gewinnspiel teil. Teilnehmende sind für die Richtigkeit ihrer Angaben selbst verantwortlich. Die Teilnahme über automatisierte Massenteilnahmeverfahren Dritter ist unzulässig.

 

1.2. Der Veranstalter darf einzelne Personen von der Teilnahme ausschließen, wenn berechtigte Gründe vorliegen, wie z. B. doppelte Teilnahme unter verschiedenen E-Mail-Adressen, Teilnahme von Einrichtungen, die nicht in den betroffenen Gebieten liegen oder sonstige Verstöße gegen die Teilnahmebedingungen. In diesem Fall können Gewinne nachträglich aberkannt und zurückgefordert werden.

 

1.3. AMIGO kann zu jedem Zeitpunkt ohne Vorankündigung und Angabe von Gründen das Gewinnspiel abbrechen oder beenden. Von diesem Recht kann AMIGO insbesondere dann Gebrauch machen, wenn eine ordnungsgemäße Durchführung des Gewinnspiels aus technischen oder rechtlichen Gründen nicht mehr möglich sein sollte.

 

2. Gewinn

Wer auf der SPIEL 26 am AMIGO-Stand eine Postkarte mit der Abbildung einer bestimmten Fächerkarte mitnimmt, den vollständigen Fächer dazu bei einem der teilnehmenden Messestände findet, beides zusammen fotografiert und das Foto unter dem Hashtag #wintastic auf Facebook und/oder Instagram postet, nimmt am Gewinnspiel teil.

Dabei gilt jedes passende Foto, das am 28.10.2026 auf einem der beiden Netzwerke (als Post oder Kommentar) sichtbar und mit dem richtigen Hashtag versehen ist, als ein Los. Alternativ können Stories und private Posts als Screenshot per PN mit AMIGO geteilt werden – auch hier gibt es ein Los pro Foto. Die Rechte am Bild müssen bei den Personen liegen, die sie posten, und es dürfen durch die Bilder keine Marken- oder Persönlichkeitsrechte anderer verletzt werden.

 

Zu gewinnen gibt es ein großes Neuheitenpaket 2027 als Hauptpreis, bei dem der Person, die gewinnt, im Januar und September 2027 bei Erscheinen der AMIGO-Neuheiten alle so schnell wie möglich zugeschickt werden. Als 2. und 3. Preis gibt es je ein Überraschungspaket mit Fanartikeln von AMIGO-Spielen zu gewinnen.

 

Die Gewinnspielteilnahme ist nicht vom Erwerb einer Ware oder einer Dienstleistung abhängig. Eine Barauszahlung des Gewinns ist nicht möglich. Etwaige mit der Inanspruchnahme des Gewinns verbundene Zusatzkosten gehen zu Lasten der Gewinner*innen. Es ist strengstens untersagt, mehrere E-Mail-Adressen zu verwenden. Pro Teilnehmer*in wird nur ein Preis vergeben. Mehrfachgewinne sind nicht möglich.

 

3. Gewinnspielzeitraum

3.1. Der Teilnahmezeitraum endet am 28. Oktober 2026 um 23:59 Uhr. Nach Teilnahmeschluss eingehende Fotos werden bei der Auslosung nicht berücksichtigt.

 

3.2. Der Veranstalter ist nicht verantwortlich für die Verfügbarkeit von ihm oder Dritten bereitgestellter Webseiten, Computersysteme oder Netzwerke oder von Telekommunikationssystemen, die für den Zugriff auf die Webseite des Veranstalters oder Computersysteme erforderlich sind.

 

3.3. Der Nachweis der Versendung gilt nicht als Nachweis des Zugangs beim Veranstalter.

 

4. Gewinnspielermittlung und -benachrichtigung

Die Gewinner*innen werden ausgelost und per Privatnachricht im entsprechenden Netzwerk benachrichtigt. Im Anschluss wird ihnen der Gewinn zugesendet. Unter Umständen wird er direkt aus dem Lager versandt und daher nicht AMIGO Spiel + Freizeit GmbH als Absender aufweisen.

 

5. Umgang mit personenbezogenen Daten / Datenschutz

5.1. Im Rahmen der Verlosung werden folgende personenbezogene Daten der Teilnehmenden verarbeitet:

• Vor- und Nachname

• Kontaktdaten wie E-Mail-Adresse sowie die postalische Anschrift

 

5.2. Zwecke

Diese Daten der Teilnehmenden werden ausschließlich zum Zweck der Durchführung des Gewinnspiels erfasst, gespeichert und zur Gewinnbenachrichtigung genutzt.

 

5.3. Empfänger Ihrer personenbezogenen Daten:

Für die Verarbeitung der Teilnehmerdaten werden auch vertraglich gebundene externe Dienstleister (Auftragsverarbeiter gem. Artikel 28 DSGVO) eingesetzt. Die AMIGO Spiel + Freizeit GmbH sichert die Einhaltung aller datenschutzrechtlichen Vorschriften zur Auftragsverarbeitung bei diesen Dienstleistern zu.

Eine sonstige Weitergabe über Übermittlung der personenbezogenen Daten der Teilnehmenden an unberechtigte Dritte findet nicht statt.

 

5.4. Lösch- und Aufbewahrungsfristen

Wir löschen personenbezogene Teilnehmerdaten, sobald sie für die genannten Zwecke nicht mehr erforderlich sind und keine gesetzlichen Nachweis- und Aufbewahrungspflichten entgegenstehen. Die datenschutzkonforme Löschung der Daten erfolgt drei Monate nach Ende des Gewinnspiels.

 

5.5. Rechte der Teilnehmer

In Bezug auf die verarbeiteten personenbezogenen Daten stehen den Teilnehmern folgende Rechte zu:

• Recht auf Auskunft über gespeicherte Daten (Art. 15 EU-DSGVO),

• Recht auf Berichtigung (Art. 16 EU-DSGVO),

• Recht auf Löschung der Teilnehmerdaten (Art. 17 EU-DSGVO), sofern keine gesetzlichen Aufbewahrungspflichten dagegensprechen.

• Ferner haben Teilnehmende das Recht auf Einschränkung der Verarbeitung von Daten (Art. 18 EU-DSGVO): Recht auf Widerspruch (Art. 21 EU-DSGVO) und Recht auf Datenübertragbarkeit (Art. 20 EU-DSGVO).

• Teilnehmende haben zudem das Recht auf Beschwerde bei einer Aufsichtsbehörde ihres Aufenthaltsorts, ihres Arbeitsplatzes oder des Orts des mutmaßlichen Verstoßes, wenn Anhaltspunkte dafür bestehen, dass die Verarbeitung der jeweils betreffenden personenbezogenen Daten gegen die EU-DSGVO verstößt (Art. 77 EU-DSGVO).

Wenn Teilnehmende eine Einwilligung zur Nutzung von Daten erteilt haben, können sie diese jederzeit mit Wirkung für die Zukunft widerrufen. In diesem Fall ist eine weitere Teilnahme an der laufenden Verlosung naturgemäß nicht mehr möglich.

Alle Informationswünsche, Auskunftsanfragen oder Widersprüche zur Datenverarbeitung richten Sie bitte per E-Mail an datenschutz@amigo-spiele.de oder an die unten genannte Postanschrift.

 

Unsere Datenschutzhinweise können Sie hier nachlesen: www.amigo-spiele.de/datenschutzhinweise

 

6. Anwendbares Recht

Die Teilnahmebedingungen sowie Streitigkeiten oder Meinungsverschiedenheiten im Zusammenhang mit diesem Gewinnspiel unterliegen deutschem Recht.

 

7. Verantwortlicher

Fragen oder Beanstandungen im Zusammenhang mit diesem Gewinnspiel können unter nachfolgender Adresse an den Veranstalter gerichtet werden:

 

AMIGO Spiel + Freizeit GmbH

Waldstraße 23-D5

63128 Dietzenbach

hotline@amigo-spiele.de

 

Die Promotion wird in keiner Weise von Meta gesponsert, unterstützt oder organisiert.

8. Abschlussbestimmungen

Der Rechtsweg ist ausgeschlossen.

Participation

1.1. To be eligible for participation, you must be at least 18 years of age and a resident of Germany or Austria. Participation is free of charge and does not depend on the purchase of products or services from AMIGO Spiel + Freizeit GmbH. AMIGO staff and their dependents are barred from participation in this promotion. Everyone who posts a correct photo using the right hashtag automatically enters in the promotion. Participants are responsible for supplying correct information. Entry using automated mass entry systems supplied by third parties is prohibited.

 

1.2. The organizers can bar individuals from participation if there are valid reasons, e.g., double entries using different email addresses, participation of organizations outside valid areas or other violations of these terms and conditions. In this case, prizes may be revoked retroactively and recalled.

 

1.3. AMIGO may interrupt or terminate the promotion at any time without prior notice and without citing any reasons. This right may especially be enforced if a proper implementation of the promotion becomes impossible for technical or legal reasons.

Prizes

To enter the promotion, visit the AMIGO booth at SPIEL 26, take a postcard with a fan-card, find that fan-cards fully shown fan at one of our participating retailers, take a photo of the fan-card and the fully shown fan together and post it on Facebook and/or Instagram using the hashtag #wintastic. Every correct photo that is publicly visible (as a post or a comment) on either network on October 28th, 2026, and bears the right hashtag counts as one entry. Alternatively, stories or private posts may be entered as screenshots sent to AMIGO via private message – again, each photo counts as one entry. Rights to the pictures must lie with the person posting them, they must be free of the rights of third parties and mustn’t violate any brand or personal rights of others. Participants assure that any persons visible in their pictures agree to publication on Facebook and Instagram as well as on AMIGO websites and allow AMIGO Spiel + Freizeit GmbH the right to use their photos for PR and marketing purposes (e.g., publication on their own website and the social media channels mentioned above).

 

The main prize consists of one large new release package 2027 which will be sent to the winner in two installments in 2026: once in January and once in September, at the point when the new AMIGO releases come out. 2nd and 3rd prize are one surprise package each, featuring fan articles of AMIGO games.

 

Participation in the promotion bears no relation to purchase of products or services. Cash substitution of prizes isn’t possible. Any additional cost related to claiming the prizes must be borne by the winners. It’s strictly prohibited to make use of additional email addresses or social media profiles. One prize per participant, multiple wins aren’t possible.

Duration of the Promotion

3.1. The participation window remains open until midnight on October 28th, 2026, 23:58h. Any photos entered after the end of this period will not be considered in the draw.

 

3.2. The organizers are not responsible for the availability of websites, computer systems or networks, or telecommunication systems needed to access the organizer’s website or computer systems provided by them or third parties.

 

3.3. Proof of transmission does not count as proof of delivery with the organizers.

Drawing and Notification of Winners

Winers will be selected randomly and notified using private messages on the relevant network. Subsequently, they will be sent their prizes. In some cases, these may be sent from an external warehouse run by a service provider, so AMIGO Spiel + Freizeit GmbH may not appear as the sender on the label.

Treatment of Personal Data / Data Protection

5.1. For the promotion, the following data of participants will be processed:

· First and last name,

· Contact information like email or postal address.

 

5.2. Purposes

Participants’ data will only be collected and stored for the purposes of this promotion and processed for the winners’ notification.

 

5.3. Legal Basis of Data Processing

The legal basis for processing this data is Art. 6 Paragraph 1 lit. b GDPR – fulfillment of contracts, if you agree to these terms and conditions, which creates a contract with us. We will only process your data to show your participation in the promotion, to communicate with you on this specific subject, to notify you if you win, and to provide you with the prize if applicable.

 

5.4. Recipients of Personal Data

Participants’ data will partially be processed by contractually bound external service providers (processors according to Article 28 GDPR). AMIGO Spiel + Freizeit GmbH ensures compliance with all regulations regarding data protection and processing on the part of these service providers.

Otherwise, no personal data of participants will be passed on to unauthorized third parties.

 

5.5. Deletion and Retention Period

We delete all personal data of participants when they are no longer needed for the stated purposes, unless prohibited by legal retention obligations and burden of proof. Deletion in accordance with data protection protocols takes place three months after the end of the promotion.

 

5.6. Participants’ Rights

Regarding the processed personal data, participants retain the following rights:

· Right of access by the data subject (Article 15 GDPR),

· Right to rectification (Article 16 GDPR),

· Right to erasure of participants’ data (Article 17 GDPR), unless prohibited by legal retention obligations or contractual reasons.

· Right to restriction of processing (Article 18 GDPR),

· Right to object (Article 21 GDPR), and

· Right to data portability (Article 20 GDPR).

· In addition, participants have the right to complain to a regulatory authority at their location, the location of their work or the location of the alleged infraction if there is probable cause to assume that the relevant personal data is being processed in a way that violates the GDPR (Article 77 GDPR).

 

If participants have consented to the use of their data, they may withdraw said consent at any time and in perpetuity. In this case, participation in an ongoing promotion naturally is no longer possible.

 

For further information, access requests or withdrawal of consent to data processing, please contact us via email at datenschutz@amigo-spiele.de or at the postal address below.

 

To read our privacy policy, please visit: www.amigo-spiele.de/en/privacy-policy

Applicable Laws

These terms and conditions, as well as any disputes or differences of opinion regarding this promotion are subject to German law. The German-language terms and conditions take precedence over this translation.

Responsible Party

For questions or complaints regarding this promotion, please contact the organizes at the following address:

AMIGO Spiel + Freizeit GmbH

Waldstraße 23-D5

63128 Dietzenbach Germany

hotline@amigo-spiele.de

This promotion is in no way sponsored, supported or organized by Meta.

Conclusion

All decisions are final and binding in all respects and not subject to legal recourse.

I Met Death Today – A Hell of a Deal Review

21. September 2026 um 15:00
You can pinpoint moments where things change, where ripples meet ripples and creativity shifts. Dominion concocted deckbuilding. Love Letter gave the microgame sex appeal. The Crew pulled trick-takers from the ground like a necromancer. Now, Balatro is whispering in the minds of designers, calling forth Ace of Spades, Rolling Deep, and the subject of this…

Read more →

Star Wars Deck Building Game Rebels & Empire Reinforcements Expansion

18. September 2026 um 15:39

This expansion is a great addition to the Game. This expansion adds so much to the play including a campaign mode, mission cards, reinforcements as well as adding new base cards to expand your gaming experience even more.

First up is the new mission system.  Unlike with the original game where there was a shared Galaxy Row, now there missions to complete that allow you to claim the relevant reinfroceent card and add it directly to the top of your deck.  This means you can plan around unlocking units rather than hoping for a lucky galaxy row flip.

The new Campaign Mode means that rather than just playing one game  you play five games back to back to work out the winner.  Each of the 5 parts repesent a major phase of the galactic conflict. You complete missions in each game.  Then between games you can use points from the previous mission to buy as many of the new starter cards as you can afford to replace the old ones with so that you always have 10 starter cards in play.


This adds so much to the Game and I hope that you enjoy it as much as I did.  You can order it at: https://www.bgextras.co.uk/products/star-wars-the-deck-building-game-rebel-and-empire-reinforcements-expansion

The post Star Wars Deck Building Game Rebels & Empire Reinforcements Expansion first appeared on Board Game Extras.

How Do You Ask Rule Questions?

14. September 2026 um 20:36

Over the weekend I was playing a game, Takenoko, which I hadn’t played in a while. I had a rule question about gardener and panda movement, and I did what I often do if I can’t find a question in the rulebook: I pulled out my phone and Googled the question.

These days, Google shows the AI answer at the top of the page, so I see that first before scrolling down to look at the sources, most of which are BoardGameGeek threads. 99% of the time when I have a rule question and use this method, I find the answer, which is made possible by people who ask questions in permanent public places (versus private messages).

At Stonemaier Games, we’ve found that the AI answers aren’t always correct (this is why I look at the sources too). We rarely have a good way of replicating the question and/or fixing incorrect answers, so we found a web app that enables those features.

On Portal, we feed our rulebooks (and other applicable files) into the app, ensuring that it sources the official files. Anyone can choose a game and ask a question, and Portal will find the answer in the rulebook, including visual citations. You can try it right now.

As a publisher, I have access to the back-end dashboard for our games on Portal, where I can see a list of questions all in one place. I can improve answers and use the “confidence” metric to improve rulebooks for reprints. I see a lot of potential value in it, and the developer (Will) is very responsive.

However, many questions about games are less urgent and more geared towards discussion. Sometimes they’re not even questions. The community around our games is driven by threads about specific cards, house rules, fan-made components, opinions, and photos. For those, we recommend using any of the following:

For the first time, all of these options are now found in one convenient location on our website (“Rule Questions”, at the top of the page).

How do you ask rule questions? Are you satisfied with the answers? What other types of questions or posts do you make about tabletop games (when you’re hoping for other perspectives)?


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.

They’re Just Questions, Leon – A Totally Human Review

14. September 2026 um 15:00
Kasper Lapp, Voight-Kampff test, 10-minute social deduction game is the kind of pitch I hope to hear when riding the elevator. Lapp previously designed quirky hits like Magic Maze and That’s Not a Hat, so his brand of silly seems uniquely appropriate for this sort of nonsense. When it works the playful interrogation is both…

Read more →

Bits and Bobs: 5 Recent Thoughts About Tabletop Publishing

10. September 2026 um 21:50

14 years ago today–on September 10, 2012–Viticulture reached its funding goal on Kickstarter. I consider this the official day that Stonemaier Games was born, and I’m so grateful for those original backers for giving birth to that game and this company.

September 2012 is also around the time that I started posting articles on this blog about my thoughts, observations, data, mistakes, and lessons learned. That would approximately make this my 1456th article on this blog!

I don’t have a monumental topic today; rather, I have a few bite-size topics on which I’ve ruminated recently. I’d love to hear your thoughts about any of them.

  • Games on ships: I recently went on a cruise around Iceland, and every evening we would end the day by playing games in some of the quieter places on the boat. I was pleasantly surprised to see that quite a few other people did the same. Lots of portable card games. The ship itself did not have many games, just a few decks of cards and a dozen copies of mahjong in the library. I’m reaching out to a few cruise lines to see if we could contribute some of our smaller games to their collections. What types of games do you see people playing when you travel?
  • Mentioning a tip: During the Iceland cruise, we went on a number of excursions. Sometimes people tipped the tour guides, sometimes not. But I noticed that tips increased significantly at the end of an excursion to an isle of puffins. The difference was that at the end of the trip, the tour guide (one of several) thanked their coworkers and verbally invited people to share their loose change as a tip on the way out. Quite a few guests did that, and not just with coins. It was a reminder of the power of a clear, simple call to action. Have you recently responded to a call to action (and if so, what inspired you to actually take action)?
  • Out of print: In a recent interview with a retailer on The Bits podcast, roughly around the 90-minute mark, a retailer (Kylie of Games Unlimited) says that he wishes publishers would let retailers know–specifically, retailers who have bought or consistently buy a product–if a currently-in-stock product is going out of print or will be out of stock for a while. All it takes is a mention in your retailer newsletter: Hey, X product with only 100 units remaining has been slow to sell and we’re not going to reprint it for a while, so now is the time to get it if the game has sold well in your store. I thought it was great feedback from Kylie that we will act on at Stonemaier Games. Do other retailers relate to this?
  • Memorable moments: Earlier today I read an article listing common misses in Euro games (games with high agency, minimal randomness, and skewing towards perfect information). I don’t agree with some of the items on the list, but one stood out to me. I agree that some of the best Euro games include big memorable moments. Perhaps the moment when you play a difficult card requiring multiple steps (e.g., an elephant in Ark Nova), the moment when you complete a spatial goal (e.g., fill an island in A Feast for Odin), or the moment when you do something incredibly powerful (e.g., go to space in Tapestry). What’s your favorite memorable moment in a Euro game?
  • The invitation of closure: Recently a friend recommended a 7-book series around the same time that someone suggested a 10-season TV show. The good news about a long-running series is that if I love it, I can immerse myself in that world for a long time. The bad news–as I often feel when I hear about a long-running series–is that I’m daunted by how much of a commitment it is. Plus, if it has existed for that long, I wonder if I’ve missed out on the peek of the series when people were the most excited to talk about it (the community aspect). I can see this happening with games with lots of expansions, and it’s one of the reasons I like aiming for a moment of closure with our games (e.g., 3 expansions for Scythe–though I later added Duel of Meloch, 1 expansion per continent for Wingspan, 3 expansions for Tapestry). Does the scope of a series of games impact your desire to try the game in the first place?

Thanks for reading and/or joining the conversation, whether it’s for this article or any of the 1455 articles that preceded it!


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.

Labor Day 2026: What’s New This Year

07. September 2026 um 18:18

At Stonemaier Games,  our staff and contributors now include a total of my 6 full-time coworkers, 1 part-time coworker and cofounder, a number of key independent contractors and creatives (designers and artists), and another 100+ paid volunteers (proofreaders and playtesters). I am so lucky to work with such talented, passionate, and kind people every day.

I’m in the incredibly fortunate position of running a company I love. I try to value my coworkers (in both words and actions) as I’d hope someone would value me if I were in their shoes. I’m a proponent of slow, deliberate, and sustainable growth: If I make the rare decision to hire someone, it’s a commitment to support them long term through the good times and the bad.

Today also happens to be the exact day I said goodbye to my treasured cat companion, Biddy. As I’ve reflected on the 16 years he was in my life, I realized how grateful I am to have had a career at Stonemaier Games that allowed me to work from home. That is such a huge gift of time I could share with Biddy, who would often nap on my chair or desk while I worked.

Here are our updates for 2026:

  • Company Retreat: The 8 of us gathered in Phoenix for a few days of playtesting, discussion, and invaluable idle time together. Several of our games–including Wingspan Pocket–are significantly better as a result of the collective feedback, and it was helpful to see the value of simply being in the same space as each other. We’re getting together again for a low-key evening before Design Day in a few weeks.
  • Sales Team Meetings: A few times this year the Stonemaier sales team (different facets covered by Susannah, Alex, Erica, Dave, and me) has convened for a 1-hour call without any specific objective–we’ve just made space to talk about anything related to the present and future of our products so we can do a better job of serving our varied types of customers (retailers, localization partners, distributors, online stores, convention attendees, and webstore users).
  • No Generative AI: This has been a tough year for many talented people, with companies using AI as a justification for layoffs. My heart goes out to everyone who lost their jobs. Stonemaier Games does not use, has not used, and does not plan to knowingly use generative AI for creative work (text, art, videos, etc). If we’re creating something, we want it built from the ground up by talented people from different backgrounds, perspectives, and cultures. We believe that the process is integral to our output, and it allows human creativity to shine. Whenever AI tries to poke its tendrils into our company, we instead ask the question: Why don’t we pay a person to do this?

What are you reflecting on this Labor Day?


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.

Little Ghost – The Presence in Review

07. September 2026 um 15:00
You’re stuck in a foreign place. It’s a prison of walls and darkness and fear manifest. Do you trust the unknown formless hand? Do you expose your vulnerability for a glimpse of truth? Do you recoil or do you meet The Presence? The Presence is a ghost story. It’s an indie work that draws obvious…

Read more →

The Current State of Crowdfunding Marketing (2026)

03. September 2026 um 22:55

Today I received an enlightening email from a fellow tabletop publisher–someone who has used crowdfunding successfully for multiple projects–about their struggles with certain types of marketing and advertising. I’ll explore this publisher’s struggles and share some constructive opinions.

Struggle #1: Facebook Ads Aren’t Resulting in Backers

The publisher shared data for three of their projects, on which they spent a total of around $90,000 on web ads. This expense essentially negated any profit they would have earned from these projects, with the most recent ad generating a 1% ROAS (return on ad spend).

However, they also shared some good news: BoardGameGeek ads are working well for them. That’s great. I actually haven’t posted an ad on BGG for a while, but I need to do so, and I’ll report what I find. The publisher also shared that they like Gamefound as a platform for discoverability, organic visibility, and the algorithm surfacing campaigns.

Meanwhile, whenever we launch a new product, we work with ad manager Andrew Cook to post two sets of ads on Facebook: One before launch to draw people in, and one during the launch to invite them to check out the webstore. For both the ads and Andrew’s time, I aim to spend around $2,000 total per launch. For every dollar we spend, we generate around 3x that much in revenue (but I think that multiplier would greatly decrease if we significantly increased our ad spend). So perhaps part of the key here is to find the right person to run your ad campaigns.

Struggle #2: Paid Previews Aren’t Working

The publisher shared that paid previews (often on YouTube) aren’t working well, both because they require an extremely polished product before any funding has been received and in terms of only a handful of new backers coming to the project from the previews.

That said, as the publisher also pointed out, attribution from a video is difficult to quantify. “People watch it, follow you, watch another, read your rules and then a week later they pledge.” I agree that there is high value in seeing multiple content creators talk about a game over the span of 1-2 weeks.

I’ll ask this: What if the goal is to inform instead of to convert? You can’t control how many people will back your project after watching a video, but you can try to be of service to people so they can spend their limited budgets on the games that will bring them the most joy. Preview content is one way to do this.

Struggle #3: Prelaunch Followers Aren’t Converting into Backers

The publisher shared that around 7% of prelaunch followers became backers for their most recent project, while they’ve seen other projects get close to 20%.

They did add a few caveats to these numbers (they’ve made some mistakes with pricing and shipping fees). No project is perfect, and it’s more important than ever to have a great game at a great value when you’re trying to create something new.

Creators can reduce the chances of encountering these issues during the campaign by having a variety of people look at their project page before launch.

As for the game itself, I think it’s increasingly helpful to share with backers how it’s different than existing games (while also sharing a few comparisons: If you like X and Y, we think you’ll enjoy Z). Also, sometimes it is a matter of getting just one game that elevates itself over all of your other games–that one special game can make a huge difference for a publisher.

Struggle #4: Climbing into the BGG Hotness Is Very Difficult

The publisher shared this: “We still haven’t cracked BGG organic traffic. I just don’t know how to drive traffic to my BGG page without paying to do that. Designer diaries, etc – they work, but it’s very small traffic, and time I could spend on a game.”

As long as it’s for the right reasons, having your game appear on the BGG Hotness list can have a multiplicative effect, as even more people discover it, which solidifies the game’s presence on the list.

I wrote this a while ago, but I think these tips for helping your game appear on the Hotness still apply: “Find ways to get people talking about your game on BGG. Post images on a regular basis. Encourage conversation as a moderator and a participant. Drive external traffic to your BGG page.”

In my opinion, the best target audience to invite to participation on BGG are the people who are already following your company or your project. This isn’t the reason why I focus on community building, but it is one of the serendipitous results.

I love that we have deeply engaged customers at Stonemaier Games, whether they’re participating on BoardGameGeek or our Facebook groups, Discord, YouTube Channel, Instagram, Bluesky, this blog, etc–I try to hang out with our followers on their platform of choice. In the rare occasions when we have something new to share with them, they’re likely to see it.


I truly feel for every creator who has struggled to connect an external or internal audience with their newest creation. It’s hard–I’ve experienced that too. Whenever I’m discouraged by the uphill battle of finding newcomers to invite to our games, I try to focus on how grateful I am for those who already choose to follow us.

Thanks to the publisher who shared this information with me. They asked to remain anonymous but said it was perfectly fine if I publicly post my thoughts on these topics.


Also read:

❌