Normale Ansicht

Reinhold Wittig gestorben: Ein Leben für Spiele, Kunst und Göttingen

15. April 2026 um 14:26
Reinhold Wittig ist tot. Er starb am 11. April 2026 in Göttingen. Mit ihm verliert die Spieleszene einen ihrer kreativsten Köpfe. Ein Nachruf auf einen Künstler, Verleger, Autoren und auf sein Perlhuhn. Weder ein Nilpferd in der Achterbahn, noch Schlangen auf Leitern können es mit dem Perlhuhn aufnehmen. Das Tier hat die deutsche Spiellandschaft wie kein anderes geprägt, dank Reinhold Wittig. Wie ein Perlhuhn pickte Wittig alles auf, was ihm begegnete. Bierdeckel inspirierten ihn ebenso wie Würfel. Schrott wurde zu Kunst, Ideen zu Veranstaltungen. Er erfand Hunderte Spiele. 1976 gründete er den Verlag Edition Perlhuhn, 1983 das Spieleautoren-Treffen in Göttingen,

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Hat-wearing animal game Petiquette wins latest Golden Box Awards, voted on by members of Japan’s board game industry

30. März 2026 um 17:07

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.”

The Rulebook Award, meanwhile, was bestowed upon ForGames-published Down Down Dungeon – a reimplementation of Reiner Knizia’s Cucina Curiosa/Mysterious Dungeons.

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

A special award was also presented this year to Hisashi Hayashi, after his co-operative bomb disposal game Bomb Busters won last year’s Spiel des Jahres – beating the much-fancied push-your-luck card game Flip 7 to the high-profile 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.

Last year’s Golden Box Award game of the year prize was won by Isao Mukai and Napopora’s design Umataka, a worker placement game centred around hunter-gatherers making traditional pottery in ancient Japan.

The 2025 Golden Box Board Game Awards in full:

Best Picture

Winner: Petiquette, designed by Thomas Sellner (Published by Oink Games)
Banana Governance, Mukai (Mukai)
The Match Girl Millionaire (Hey!)

Outstanding Game Design

Winner: Nusutto Cat, Eve Inc (Ibuink)
Storm in a Teacup, Kyashi/Ikumo Tasaka (Gomi Kokusai/Waste International)
Switch To: mor! (Yontousei)

Art Award

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

Best Production

Winner: National Economy, Hiroshi Nishimura (Korokorodou)
Down Down Dungeon, Reiner Knizia (ForGames)
Pose Mania!, Suitashi (Avignon Games)

Best Rulebook

Winner: Down Down Dungeon, Reiner Knizia (ForGames)
Electra Select (The Society for Appreciating Swaying Buds)
Snowp, Eisuke Fujinawa, Kazunori Hori (SzpiLAB)

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AdMagic makes ‘difficult and sad’ decision to shut down Print and Play after financial strain from division became ‘overwhelming’

18. März 2026 um 16:07

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.”

Prototype designs worked on by Print and Play over the years include Thunder Road: Vendetta, Andromeda’s Edge, Galactic Cruise, DC Super Heroes United and DCeased, Super Boss Monster and Tiny Epic Game of Thrones.

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.

AdMagic also operates supply chain business Oomph, logistics company Blackbox and custom playing cards maker YourPlayingCards.com.

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Man vs Meeple’s Ryan Schoon, Ludo Fact’s Mark Burke join GameHead as marketing, operations managers

18. März 2026 um 13:35

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.

The company told BoardGameWire it has five new quick-playing titles coming out in June: Pet Quartet, Size Wise, This/That Showdown, Trick to the Future and Friendly Fishing.

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Why Kickstarter success Re;MATCH’s designer is focused on player mastery rather than the dopamine hit of discovery [sponsored]

17. März 2026 um 11:36

MingYang Lu’s puzzle fighter-style board game Re;MATCH has had a storming start to its Kickstarter campaign, picking up almost $250,000 from over 1,250 backers with half of the month-long crowdfund still to go. In this sponsored interview, Lu talks about why his design looks to derive fun from game mastery rather than discovery, the importance of conventions for small publishers, and why AI art “cheapens creativity”.

Hi Ming! A big part of your design philosophy for Re;MATCH is centred around the difference between ‘mastery’ and ‘discovery’. Can you give an overview of what you mean by those terms?

Yeah! So I’ve developed this personal philosophy about the different types of fun designers can incorporate into hobby board games, and I currently feel there are two main types.

First is Discovery, which is the fun you get from being presented with new information to respond to. This could mean seeing new cards revealed in a shop for an engine or deck builder game, or encountering a new enemy or event card in a miniatures game.

Second is Mastery, which is instead the fun derived from realizing new combos or optimizations with the options you already have. This could involve learning the optimal strategies in a roll-and-write game, or realizing the political intricacies between the factions in Root.

I don’t think these two types of fun are mutually exclusive. In video games, particularly single player ones, both are almost mandatory for a great experience.

Can you give us an overview of Re;MATCH, its design and mechanisms, and how that sets it towards either mastery or discovery?

Happily! Re;MATCH a 1 vs 1 competitive fighting game inspired by Puzzle Fighting games. Players take turns pulling connected and matching marbles from a tray of marbles, and the color and number of marbles you pull will resolve a corresponding attack on your character’s move list.

In the same vein as my first game, Re;ACT, it is a skill expression game that focuses primarily on mastery type fun. All of your abilities are shown upfront, and you must figure out how to use these options to win. There are no event decks to shake things up mid game, and no new options to consider as you play. The fun in Re;MATCH is more about seeing the floor of possibilities open up as you start to understand the system and the characters.

This is pretty standard for fighting video games though. In those games, after selecting your character, you can immediately pause to see the massive list of your abilities and combos, and it’s up to you to learn how to use them to win.

Re;MATCH being demonstrated at PAX Unplugged in December 2025

How do you think mastery relates to complexity? And what are the design challenges for a game like Re;MATCH, in terms of getting that balance right?

Mastery and complexity are not directly related in my mind. Most abstract games provide fun exclusively through mastery. From Chess to Hive, the complexity might be low, but the potential for skill expression is high, leading to repeated plays being the source of joy in the game.

How do you see mastery vs discovery-style titles doing in the current board game hobby landscape, especially when it comes to crowdfunding campaigns and online marketing?

I’ve noticed that in recent years, hobby game releases – games that aren’t party games and generally cost $30 or more – tend to focus on discovery rather than mastery. With so many games being sold on vibes and people posting their opinions or reviews after just a few or even only one playthrough, it’s more important than ever to make sure that first game experience is as smooth and perfect as possible.

Games that front load too much information typically don’t have a smooth first game experience, so you want to slowly drip out the options a player can take. Giving a player a deck of cards with a ton of variety and telling them not to worry about what’s inside that deck upfront is a great way to do this, as you’ll discover new and cool options every single time you draw a different card. However, such randomness can make one group’s first game wildly different from another’s. So this wide variety of cards that feel different actually needs to produce very consistently similar outputs, ensuring that most first games deliver as optimal of an experience as possible.

I think this meta has produced a lot of games that feel incredibly satisfying on your first playthrough, constantly offering new options to explore or challenges to overcome, but don’t really hold that spark after repeated playthroughs.

Of course there are games that successfully offer lots of both types of fun, and I think those are the games that we remember. All of the most replayable deck building games are great examples of games that offer both!

I’ve already seen this game shared on social media, especially from people spotting it at Pax Unplugged last year – and I think part of that is its use of bright colours, those attention-grabbing marbles and that it generally doesn’t look like most of the other board games out there. Was that an intentional decision, in terms of potential marketing, or is this just how you wanted the game to be?

The artstyle was certainly intentional. The hardest part of selling games, or anything really, is getting people to even notice it in the first place. For Re;ACT, featuring very large acrylic standees with bases that can hold tokens was driven by what would make people stop and look when passing by the game at a convention.

Re;MATCH, however, is a really old design. When I first came up with the very first iteration of Re;MATCH, I was inspired by my favorite game at the time, Battlecon, with its very asymmetric characters and fully open information, brain-burning game play, and the idea of using marbles as a component due to the popularity of Potion Explosion and Gizmos at the time.

But after learning many lessons with Re;ACT, I realized that Re;MATCH needed a much more colorful and eye catching art style to match the energy of the marble tower.

The game board for Re;MATCH character The DJ

How did you find artists PsyOptima and machimile, and what was your process in terms of getting to the final artwork? Did you have strong ideas early on, and how much were you guided by those artists / were they guided by you as the process progressed?

Both of them were actually artists on my previous fan projects! Just between Anna’s Roundtable, Genshin Tarot, and Star Rail Tarot, I’ve commissioned over 400 artists. My vision for Re;MATCH was a much bolder and funkier aesthetic compared to Re;ACT, and both of these artists were perfect for that.

Having worked with so many artists over the years, I’ve also grown pretty comfortable acting as an art director for my teams. I’m certainly no drawer, but I’ve learned how to communicate effectively to guide my team towards my visions.

You’ve been very frank online in your opinions about AI generated imagery being used within the board game industry. Why do you think some publishers are leaning into it, despite the well-publicised concerns around copyright, ethics and the environmental impact?

I’ve become increasingly frustrated about the use of genAI to replace or supplement artists in games. To me, the issue is very existential. I am not surprised that already massively successful publishers are leaning into using AI art. There have always been companies trying to squeeze profit out of any artistic medium, from movies to books and beyond. But AI slop feels different from just disingenuous cash grabs. Environmental impacts and stolen work is one part of it, but the idea of letting AI produce the art we consume really cheapens creativity as a whole.

The joy of creativity is so fundamental to life, and the spark of inspiration passed from one person to the next is so vital for human progress. If people continue to consume these things, be it AI art in games, AI written screenplays, or AI generated music, I fear that the very light of human existence will dim.

What would you say to smaller publishers and solo operators who believe they can only bring their projects to completion by leaning on AI generators?

I can see the argument from new designers who want to make games but feel like AI is the most effective way to make their games ready for sale, either because they can’t find a publisher or they can’t afford to pay for art. To these people I would ask: Why do you want to make games? Why do you play games yourself?

I think games can be art, just like novels, music, and movies can be art. The reason I enjoy any of these things is intrinsically tied to the shared human experience I feel when consuming them. A board game’s only component other than rules are its visuals, so I believe the human intentionality behind how the game looks is just as important as how it plays. The artists who want to paint are just as passionate as the designers who want to make good games, so don’t cut them out of the process! There are tons of affordable artists on VGen, and you can always just pick up a pen and make simple drawings yourself! “The enemy of art is the absence of limitations,” so let the limitations of your budget or your art skills be part of your creative process. Just look at how Stardew Valley or Undertale were made!

In aiming for the mastery experience, does that mean you’re not too concerned about expanding this game? Because it looks to me to be ripe for expansions, especially in terms of new fighter characters. How does that fit into your mastery and discoverability theory?

I definitely want to keep adding more characters to both Re;ACT and Re;MATCH! In fact, receiving new characters and discovering their interactions with existing ones is the main source of discovery type fun in these games. This is similar to TCGs, where every new set front loads you with a ton of new options to tinker with.

But the cost of a new character for these games is much higher than just adding more variance to a deck of cards or more enemies in a miniatures game. Not only does each character require a ton of assets, but every new character is exponentially more difficult to balance and integrate successfully into the game. This is why I’ve made additional characters our primary stretch goal targets back during Re;ACT and now Re;MATCH!

Re;MATCH designer MingYang Lu

Can you give us a little background about your time in the board game industry – where did you start out, and how did you get to here?

Sure! I guess I first started experimenting with making card games like many other kids: my friend (Eric Zeringue, who still helps me with game design today) and I designed our very own very bad TCG. In college, I took things a bit more seriously by designing my own pretty bad deck builder based on isekai anime, and then I designed a not so bad fan game based on the indie video game Crawl (one of my favorite indie games of all time).

I then just kept making fan games, and eventually, I made one for Fire Emblem and posted it on Reddit. This one kind of blew up, and Kotaku even wrote an article covering it. I then just kept making print and play fan games and posting them online. I did one for Code Geass, Darling in the FranXX, and Persona 5, among several others that never saw the light of day.

Right around the time I designed the Darling in the FranXX game, I also designed the very first version of Re;MATCH. I brought it to a prototyping convention, posted it to YouTube, entered it into a design competition, and eventually signed it to the publisher Penguin and Panda, who renamed it Sento. After that, I met Chris Lin, who had his very own design for TCG that I enjoyed the core of. While Sento progressed with Penguin and Panda, I started working with Chris to completely redesign his TCG into a board game instead of a TCG, which eventually became Re;ACT.

After Covid hit, it became clear that Penguin and Panda wouldn’t be able to publish Sento, so I focused entirely on Re;ACT, brought it to several conventions, obtained my US citizenship, funded it on Kickstarter, and then quit my job to pursue board games full time.

You’ve run several Kickstarter campaigns before, for Re;ACT – The Arts of War in 2024 as well as several for dice and standee collections and other accessories. What were your big lessons learned through those campaigns, and how are they applicable to running the campaign for Re;MATCH?

Honestly, I’m still figuring things out myself [laughs]. But I will say that the most important thing for me is to always be authentic and only make things I would want to buy myself. Doing something purely to make money is a slippery slope, and I constantly remind myself that if I wanted to just make money, I would’ve stayed at my comfortable 9 to 5 desk job.

But if someone asked me for some more practical advice, specific to running a board game Kickstarter, I would say to just get your game in front of as many eyes as possible beforehand. Bring it to conventions, post playthroughs, and do whatever you can to make it eye-catching. Obviously the game needs to be good for people to stick around, but no one will know if it’s a good game if they don’t sit down to try it first! For Re;ACT, I brought it to Pax Unplugged, Gen Con, and ProtoATL two years in a row before we launched. Re;MATCH moved a bit faster, with me taking it to Pax East, Origins, Gen Con, and Pax Unplugged all in the same year.

An early version of Re;MATCH being demonstrated at the ProtoATL convention in 2018

That’s a lot of conventions! I think there’s a feeling among smaller publishers that it’s a big financial hit to attend multiple cons a year, and it can be hard to stand out against the competition on show floors. What advice would you give for attending conventions as a small publisher yourself?

Definitely agreed that cons are expensive, and I started small as well! In 2023, I attended Gen Con by myself and just offered ticketed event demos. Two of the people who played my games loved them so much that they ended up helping me teach demos at Gen Con in 2024 and 2025! Hosting events at Gen Con is free (outside the cost of travel), and in 2023 I stayed together with over 20 other indie designers and publishers in a big Airbnb to save on cost.

Another cheap option is prototyping and protospiel conventions. I attend ProtoATL nearly every single year, and its by far one of my favorite weekends every year. Many of the early prototype photos of Re;MATCH come from ProtoATL! The badges are very cheap, and you get your prototype ripped apart and rebuilt so many times that you make more progress in three days than you would have in three months. You also make so many meaningful connections with other designers and publishers, who are often avid supporters of games themselves!

I recommend exhibiting at a consumer convention only after gaining experience pitching games to strangers. Prototyping cons and hosting events lets you practice with a captive audience, but working at the booths of established publishers is a great way to practice pitching to passing customers. (I’m always hiring as well!) Another great opportunity is the Indie Games Night Market, which New Mill Industries has hosted at Pax Unplugged for the last two years. This event gives indie designers a single table to sell a small print run (think five to 50 copies) of their game, often with homemade elements.

Once you are ready, Pax Unplugged is by far the best choice as an indie publisher to exhibit at. Unlike Gen Con, Pax really cares about indies (see Indie Games Night Market), has a strong culture of inclusivity, and doesn’t allow AI grifters into their show! Standing out at a convention is definitely very hard though, and I’m still figuring that step out for myself. My booths are pretty basic looking still, but working with really great artists has worked out very well for me, so I’d recommend that as well!

I saw that you’re providing access to the full game on Tabletop Simulator for free. How important do you think that will be for discoverability, and how do you think that balances against the chance some people will just use the digital version and not back the physical campaign?

Super important. Personally speaking for board game Kickstarters, if I don’t see a playable demo, I am very unlikely to pledge. Even if I don’t have the time to personally try it, not allowing backers to try the game before they buy signals to me that the publisher lacks confidence in the game. A good game should make players want to buy it after playing it, end of story.

Not to mention the benefit of getting so many more eyes on your game to tell you what is bad about your game before you hit the irreversible button to start printing! For me, there are absolutely no downsides to having the game fully playable for free digitally during a Kickstarter, and I try really hard to ensure it’s available long before that as well.

What are your ideal goals for this campaign – what does a success look like for you, and how do you ideally see the rest of the year panning out?

For me, I’d like to surpass the number of backers I had on Re;ACT and POND as a minimum. Re;ACT had 1,730 backers, and POND had 1,900 backers. If Re;MATCH hits at least 2,200 backers, that will indicate a consistent growth trajectory for me as a publisher, so that is my real goal.

After Re;MATCH, I’ll be working on Season 2 of Re;ACT, along with several unannounced secret projects I’ve been working on for quite some time now, so please look forward to them!

The Re’MATCH Kickstarter campaign runs until March 31.

The post Why Kickstarter success Re;MATCH’s designer is focused on player mastery rather than the dopamine hit of discovery [sponsored] first appeared on .

GAMA Expo squeezes in another record attendance ahead of trade show’s shift to Baltimore

16. März 2026 um 13:17

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.

The one-year extension for Louisville was signed despite GAMA’s own prior reservations over remaining in the state, which came in the wake of Kentucky passing a suite of anti-LGBTQ laws in 2023, including a ban on transgender medical treatment for those under 18.

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.”

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Elf Creek Games back to profit after John Coveyou-led restructure, begins fulfulling overdue Kickstarters

10. März 2026 um 21:09

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”.

Elf Creek had almost $340,000 of entirely unfulfilled Kickstarter projects when Coveyou came on board seven months ago, including Secret Villages & Santa’s Workshop (+Related Story Puzzles!) and Paradox Initiative – while some backers of its Atlantis Rising: Monstrosities campaign from 2020 are still waiting for French and German language editions of the game.

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.”

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People Moves: Risa Petrone named marketing manager at AEG; David Bock joins NorthStar as marketing director

09. März 2026 um 16:23

Two more significant hires in the board game industry across the marketing side of the hobby. If you have news of a new role, hire or job change within the hobby that you’d like mentioned on BoardGameWire, please send an email with the details to the editor, Mike Didymus-True, on:

mike@boardgamewire.com

Risa Petrone, Marketing Manager, Alderac Entertainment Group

Former Lucky Duck Games sales and marketing specialist Risa Petrone has been hired by Alderac Entertainment Group as its new marketing manager.

Petrone brings several years of board game industry experience to the business, having previously worked across social media management, marketing and comms across roles at Incredible Dream, Calliope Games and GTS Distribution.

She spent just over a year at Lucky Duck after joining in the summer of 2024, with notable successes listed on her LinkedIn page including contributing to a 65% gross sales increase at Gen Con – where she was responsible for redesigning the company’s booth layout and driving new marketing ideas.

Petrone was also responsible for Lucky Duck’s striking exhibitor booth at GAMA Expo last year, which was fashioned in the style of a kitchen to show off Cardboard Alchemy’s release Critter Kitchen.

Risa Petrone and Cardboard Alchemy co-founder Peter Vaughan at the Critter Kitchen booth at GAMA Expo 2025 || Photo Credit: Lucky Duck Games

Prior to entering the board game industry in 2019, the former teacher also previously worked at the New York Renaissance Faire as a performer, director and choreographer.

AEG’s 2026 activity is set to include the retail edition of Flatout Games’ Kickstarter titles Honeypot and Forage, crowdfunded John D Clair design Mystic Lands and an upcoming Kickstarter for Josh Wood’s Let’s Go to Japan follow-up, Let’s Go to France.

David Bock, Marketing Director, NorthStar Games

Experienced board game industry graphic designer David Bock has left Red Raven Games after almost five years to become marketing director at Nature publisher NorthStar Games.

NorthStar said Bock will lead brand strategy, product launches, convention presence, and community engagement as Northstar looks to expand its hobby gaming catalogue.

Bock joined Sleeping Gods publisher Red Raven as a social media manager and web developer in 2021, before taking on a graphic designer role at the business two years later.

During that time he also took on graphic design contract work at Gloomhaven publisher Cephalofair Games and at PickPocket Games, where he worked on the company’s debut release Thief’s Market, according to his LinkedIn page.

Bock also worked as a marketing manager and consultant for TTRPG-focused Son of Oak Game Studio from June 2025, to guide the retail launch of Legend in the Mist and its marketing and comms rollout.

Cover image for the Legend in the Mist RPG from Son of Oak Game Studio

He began working in the tabletop industry in 2019 as marketing and comms manager at Japanime Games, and also undertook contract social media manager work at Arcane Wonders and graphic designer and art direction at Grandpa Beck’s Games.

Bock also founded his own publishing business Binxadinx Games in 2022, and raised just over $25,000 for its sole Kickstarter campaign for his design, Rocket Ranchers: Herding Cats in Space!, two years ago. He sold the intellectual property of Binxadinx to PickPocket Games earlier this year.

Speaking about his new role at NorthStar, Bock said, “NorthStar already makes games people connect with. I want to make sure future releases line up clearly with players’ expectations.

“My first major initiative is growing the Nature community by launching an annual, community-designed Nature mini-module contest. This will give players a real voice in shaping the future of the Nature game ecosystem.”

NorthStar CEO Dominic Crapuchettes added, “David knows this space because he’s been a part of it for years. He understands both the creative side and the player side, and that perspective helps ensure we’re speaking as members of the community, not just to it.”

Bock joins NorthStar two months after former marketing manager Ross Connell left to become head of crowdfunding at UK fantasy and sci-fi board game and miniatures maker Mantic Games.

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Universal to become exclusive Stonemaier US hobby retail distributor, for roughly $1.5m of annual business

04. März 2026 um 17:00

Universal Distribution has agreed exclusive rights to distribute Stonemaier Games titles into US hobby retail, which amounts to about $1.5m of business each year.

Universal has become an authorised US hobby distributor for Stonemaier’s games, which include the massive-selling Wingspan series and other popular titles such as Scythe, and will take on sole distribution rights in August of this year.

The deal comes four years after Stonemaier picked GTS as its sole US hobby retailer distributor, in addition to retailers being able to buy directly from the publisher itself – something Stonemaier COO Alex Schmidt told BoardGameWire about half of its US hobby retailers choose to do.

He added that the $1.5m figure depended on the year and the company’s releases, saying that Stonemaier’s US business was “quite a bit larger than that” when also including the publisher’s website, selling direct to retailers, selling through Fulfillment By Amazon and the publisher’s US mass market distribution.

Universal, a long-time major player in Canadian board game, TCG and comics distribution, made a push south of the border last May through a takeover of US peer Alliance Game Distributors, following a tumultuous bankruptcy auction of the latter’s former owner Diamond Comics.

That acquisition has been followed by a recent flurry of exclusive US distribution deals from Universal, including tie-ups with Dice Throne and Isle of Cats publisher City of Games.

Wingspan || Photo Credit: Stonemaier Games

Schmidt told BoardGameWire, “There are certainly some synergies to be had with Universal. They’d already been our sole hobby distributor in Canada and have done a great job of that which made it an obvious choice to use them in the US as well. Them being one company across both countries allows programs to be implemented once in both regions.

“Universal is also supporting a lot of product lines from other companies that retailers want in their stores. While it’s not directly about our products, we want our distributor in a region to be a premier board game distributor who is filling the needs of our retailers across the board.

“One distributor won’t ever have everything, but Universal is doing a great job of being as much of a one-stop-shop for our retailers as they can be.”

Stonemaier CEO Jamey Stegmaier told BoardGameWire the company spent the first few years working with Aldo Ghiozzi as its distribution broker, before switching to Greater Than Games for a similar role – both of which sold to a variety of distributors.

He said Schmidt became the company’s distribution broker when he joined the company from Greater than Games in 2020, with Stonemaier signing up with GTS in the US and Universal in Canada “soon afterwards”.

Earlier this week it emerged that Stonemaier Games’ diversification of its flagship bestseller Wingspan into a trilogy of standalone titles had powered the company to record revenues of more than $25m last year.

That total eclipsed the company’s previous annual high from the post-Covid board game boom in 2021, and follows the publisher adding Connie Vogelmann’s Wyrmspan in 2024 and the David Gordon and Michael O’Connell design Finspan last year – creating a hefty boost for its overall sales.

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CMON valued at more than $7.5m through successful share sale, will put bulk of proceeds towards game development

12. Februar 2026 um 15:06

Board game crowdfunding major CMON has secured new capital for game development thanks to a successful share sale, which values the business at more than $7.5m.

The much-needed capital raise is the latest move by CMON as it continues its attempt to recover from massive losses racked up over the past two years.

CMON suffered two failed efforts to bring in new shareholders last year to bolster its working capital, having posted losses of nearly $7m in the first half of 2025 and another $3m across 2024 – figures which dwarfed the overall $4.2m profit it had managed to make over the previous nine years combined.

The new share sale sees six extra shareholders come into the business, holding a combined 16.66% of the company – and gives CMON a valuation more than 50% higher than that expected through the failed share placement from two months ago.

CMON said in a stock exchange filing that more than half of the HK$9.4m ($1.2m) proceeds would go towards game development, including prototype design, content development and artwork creation, while another HK$2.35m would be used for marketing and events, including participation in trade fairs and promotional campaigns.

The company has been scrambling to stem growing losses since the start of last year by laying off staff, halting new game development and campaign launches, and selling off a string of its biggest IPs.

Those IP sales have included Blood Rage, Rising Sun and its most famous and profitable title, Zombicide, as well as Cthulhu: Death May Die and former Mythic Games titles Anastyr and Hel: The Last Saga.

Zombicide 2nd Edition

CMON announced towards the end of last month that more IP sales could be on the way, alongside making an apology for delays to its outstanding crowdfunds – some of which are now running almost two years beyond initial delivery estimates.

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.

CMON’s eight undelivered campaigns include DC Super Heroes United, which raised more than $4.4m, and DCeased, which brought in over $2.5m. Both campaigns were initially due to be delivered last year.

It also has five undelivered pre-order campaigns on its books, including Dune Desert War and the Assassin’s Creed Role Playing Game.

More details about CMON’s current financial situation are set to be unveiled by the end of next month, with the publisher required by Hong Kong stock exchange rules to submit its annual results by that date.

Last year CMON missed the stock exchange deadline for publishing its financial results, blaming an understaffed finance department – a situation which saw its shares suspended from trading for several weeks.

The company announced last July that rather than focusing on large scale, miniatures heavy crowdfunding campaigns, it had pivoted to releasing several small-box games direct to retail, which it showed off at the Spiel Essen game fair last October.

Those titles include Collect!Peanuts Talent ShowFairy PerfumeRocket Punch and Yokai Carnival.

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Watch it Played’s Rodney Smith cuts ties with Game Night Picks, accuses owner of unethical advertising practices towards publishers

10. Februar 2026 um 14:41

Rodney Smith, the founder and host of board game ‘how to play’ video giant Watch It Played, has accused long-time site colleague Chaz Marler of misleading advertisers on the latter’s Game Night Picks YouTube channel by paying to boost viewer numbers on its videos.

A detailed report distributed by Smith to board game publishers yesterday said Marler had used YouTube advertising to boost views on Game Night Picks – formerly known as Pair of Dice Paradise – in November and December last year, with typical viewers per video rising from the low thousands to an average of 36,700 across those months.

While that might seem ideal for publisher advertisers, Smith added that Game Night Picks had establised a ‘per view’ fee structure early last year – and said more than 90% of viewers in November and December left the videos within the first minute, well short of the point at which publisher advertising was shown.

A graph distributed by Rodney Smith showing the fall in viewership over time for an unspecified YouTube video, which he said made use of YouTube Advertising to boost viewer numbers

Smith said in the report, “Despite the sudden influx of 145,300 subscribers, the behind-the-scenes analytics (which only those with access to the YouTube account can see) showed that traffic ‘from subscribers’ did not change in any perceptible way.

“If even 1% of the new subscribers had returned to watch future videos with some regularity, traffic ‘from subscribers’ would have increased by roughly 1,453, but there was no noticeable change. It suggests that you can pay to have the ‘YouTube Advertising’ feature provide you with subscribers and/or views, but it cannot make those subscribers (or viewers) engage with your content.”

He added, “Would a publisher agree to pay a ‘per view’ fee if they knew only 3% to 6% of the viewers were still watching a video by the time their ad aired?

“It would seem that this advertising model can only be effective if the publisher remains unaware of the underlying data (which only the channel owner has access to) – I also had access to it, due to our working relationship.”

Data from social media analytics website SocialBlade, showing the surge in subscribers for Board Game Picks in the last two months of 2025

Smith said that after he noticed the change in analytics he approached Marler in December, telling him he believed the latter was “engaged in a deceptive practice” – and was told some publishers who bought ads in November and December had been issued discounts of ‘half or more’.

Speaking in a separate YouTube video published to the unlisted section of the Watch It Played channel, Smith said, “In my conversation with the owner of Game Night Picks I perceived no acknowledgment of wrongdoing and received no apology for the potential threat to my work and reputation.

“He expressed that providing discounts to publishers would fix what he was doing, but it was clear in my mind that discounting unethical practices do not make them ethical.”

Smith continued in his written report, “I assured [Marler] that his activities would be discovered due to the overt and unnatural viewer and subscriber growth he had obtained through ‘YouTube Advertising’.

“Once uncovered, publishers might reasonably (but incorrectly) assume I was also engaged in this practice due to his six-year association with Watch It Played. They might reasonably assume I’d instructed him on how to do it.

“Although I have never engaged in any of these activities personally, his actions threatened to undermine the relationships and trust I have cultivated with publishers and viewers over the past 15 years – risking irreparable damage to my career and reputation.”

Chaz Marler hosting one of the videos on his Game Night Picks YouTube channel

Marler confirmed to BoardGameWire yesterday that he had made use of YouTube’s built-in promotions tools in November for Game Night Picks “to see how it works”, but added that the tool “didn’t produce the results I was looking for, in terms of viewership quality or sustainability” and was no longer being used by the site.

Update 10/2/26: Rodney Smith contacted BoardGameWire in the wake of reading Marler’s response here to add the following statement:

“The owner of Game Night Picks first used the YouTube Advertising feature in August, and then again in October. One would reasonably presume that the first and second time a tool like this is used, a creator would be paying close attention to the effects of how it works – especially as they are paying to influence the final resulting views.

“In November, the owner of Game Night Picks started using the YouTube Advertising feature again, but this time did not stop. It was used on each of the following 19 videos one, after the other. Each showing the same relative viewer retention within the document I shared, and this article.

“As I said to him in December: after three or four, or maybe five of these videos, the pattern was clear. Why continue the ‘experiment’ 15 more times (which does not include the experiments in August and October)? To my mind, he had lost plausible deniability about the effects of this tool after the fifth attempt. And I would say that’s being generous.

“I would want to remind readers, the issue is not that the tool was used. The document I presented was to show how ‘in combination’ with the YouTube advertising tool, the lack of information the publishers had, and the fee structure, unethical and legal implications were introduced.”

Update ends

Marler would not comment on the accusation he had willingly engaged in unethical behaviour towards advertisers, or say whether he had properly reimbursed advertisers featured on Game Night Picks during the period in question after the issue was raised with him by Smith.

Marler did tell BoardGameWire, “While I’m not going to detail specific invoices here, I can say that each invoice and project has always been taken on a case-by-case basis.

“That same approach was applied to the invoices incurred during the time in question. It would gain a channel nothing to overcharge clients, especially in an industry as intimate as ours.”

He said that while he had stopped using YouTube advertising, “if a solution does become available that benefits the sponsors, viewers, and the channel, while removing ambiguity, I think that would be worth looking into. The trick would be accomplishing that, while also ensuring clarity and transparency for all parties.”

He added, “I don’t think that anyone is making the case that investing in promotion in-and-of itself is unacceptable. The objective, as with any endeavor, is to set expectations and responsibly provide value to those you’re serving (including both viewers and sponsors).”

When asked what changes Marler planned to make to Game Night Picks, and how it offers advertising to publishers, he said, “Part of the plan is to continue communicating as openly as possible to sponsors, colleagues, and viewers. For example, in late November, a newsletter was sent to all the sponsors I work with informing them of the surge in viewership numbers that was being experienced.

“Subsequent newsletters have outlined updates to the way sponsorships are billed, to accommodate when experiencing lower overall viewer retention due to any reason.

“The channel’s ‘Video Services’ document, which is provided to sponsors, was also updated during that time to restate this updated policy. That policy is also included in cold-call and follow-up emails related to advertising that are sent out.

“The cornerstone of any collaboration process is communication and mutually setting expectations between colleagues, viewers, and sponsors. That has been the focus since the sponsorship system was launched, and it will continue to be, into the future.”

He did not respond to BoardGameWire’s request to see copies of those sponsor-focused newsletters or the channel’s ‘video services’ document.

Marler also runs the website TableTop Media Makers, which says it aims to handle the “sponsorship grunt-work” of running a board game-focused YouTube channel by “securing sponsorships, tracking down ad assets, writing ad copy, reporting video views, billing advertisers, and managing the financials”.

Further Fallout

Watch It Played, which was launched by Smith in 2011, has grown to become the hobby’s biggest YouTube channel for videos explaining how to play specific games, with more than 413,000 subscribers.

The vast majority of its videos up to 2020 were fronted by Smith, with support from members of his family, and Pep MacDonald also involved in making instructional and gameplay videos for the site between 2015 and 2019.

A slew of new faces began appearing on the site from 2020, however, as Smith expanded its scope to include content such as news roundups and top ten lists.

Collaborators who began appearing on Watch It Played from that time included Marler, who had been running his Pair of Dice Paradise YouTube channel since 2013, as well as actress and comedian Paula Deming, who has her own hugely popular board game video channel, and Matthew Jude, who also runs travel-based YouTube channel YesLand.

Smith announced seven days ago during a Marler-fronted video on Watch It Played that the site would return to a solo operation exclusively focused on tutorial videos – without offering an explanation as to why – with the rest of its hosts leaving to continue at their other respective outlets.

They include Marler, Deming and Jude, as well as Monique Macasaet and Naveen Sharma from board game playthrough and review YouTube channel Before You Play.

Of those, Deming and Jude also both appear on Game Night Picks videos – but Smith said in his statement, “I have no reason to believe any of the other people appearing in Game Night Picks videos have knowledge of the underlying data that would demonstrate how these inflated channel numbers were gained, nor would I imagine they know the full extent of the advertising practices the owner of Game Night Picks is using.

“Unless they chose to share it, only the YouTube channel owner would have access to that data.”

He added, “I also do not believe this is a widespread problem in the board game media community. I do not want the actions taken by the owner of Game Night Picks to reflect on other media creators who have grown their channels organically through the creative work they have published.”

Smith also spoke on yesterday’s video about his decision to pare back the site to a solo operation, saying, “This whole situation brought me to another hard-learned realization. I’m just not comfortable having my channel, and my reputation, entangled in the decisions other people might decide to make.

“Again, I have no reason to doubt the character of Matthew, Paula, Monique or Naveen – quite the opposite.

“But I would have said the same about the person who did engage in unethical behaviour that we’re now discussing. I imagine you can appreciate, my trust has been a bit shaken.

“I don’t want what has happened to make me cynical, and I would like to believe I could revisit collaborations in the future. But you’ll likely understand if I would just like Watch It Played to go back to being fully my responsibility, and not tied to the actions of anyone else.”

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Alley Cat Games’ pivot to producing more high-complexity designs rewarded with Diamant d’Or win for Ada’s Dream

09. Februar 2026 um 15:26

British board game publisher Alley Cat Games has triumphed in this year’s Diamant d’Or – a prize focused on championing heavier eurogames – after pivoting its strategy several years ago to experiment with crowdfunding more complex designs.

The Toni López-designed dice manipulation game fought off big name titles including Galactic Cruise and Luthier to win the 2026 Diamant d’Or, which was created more than a decade ago to celebrate complex euros the organisers felt were being overlooked by more mainstream board game awards.

Richard Breese’s latest design in his Key series, Keyside, took second place in this year award, while Ants, an ant colony expansion title from frequent Diamant d’Or finalist Cranio Creations, came third.

Speaking to BoardGameWire, Alley Cat Games director Caezar Al-Jassar said the team was “ecstatic” with the win, adding, “we have worked hard for three years to bring Ada’s Dream to gamers and have been blown away by the positive response from our backers and supporters”.

He said, “Ada’s Dream is the most complex game we’ve ever produced. A few years ago we noticed that the trend for Kickstarter games was leaning to heavier and more complex games than we were producing, and so we pivoted to explore creating more games like this.

“This meant a lot of extra work to produce the final game and we are incredibly pleased to see that work has paid off, and that Ada is being celebrated by the Diamant d’Or committee.”

Ada’s Dream || Kickstarter image

Ada’s Dream was Alley Cat’s most successful crowdfunding campaign in terms of the total raised, having picked up almost £200,000 from more than 3,300 backers.

Its heavier titles in recent years have included Autobahn, Arborea and Baghdad: The City of Peace, while the company continues to put out lighter weight designs such as Timber Town and small-box offerings like Barbecubes, Tic Tac Trek and 2026 release Bookshelf, which Al-Jassar designed.

The Diamant d’Or win comes just under a year after Alley Cat announced during its Kickstarter campaign for Baghdad that it would cease producing retail editions of its crowdfunded titles “for the foreseeable future”, amid rising competition on shop shelves and uncertainty around US tariffs.

A statement from the company at the time said,” It is getting harder for Kickstarter games to succeed, both on Kickstarter and in particular at retail stores after the campaign.

“This, coupled with rising costs and the uncertainty surrounding US tariffs, has led us to look at ways of streamlining the business to ensure that we don’t have so much money tied up in stock. We’d much rather invest this money in making more great games!”

Al-Jassar told BoardGameWire, “Considering that these titles are more expensive to produce, ship, and store than smaller more retail friendly games, we kept the decision to move away from retail distribution of our Kickstarter games.”

A small number of copies of Ada’s Dream were briefly available through the Alley Cat website from February 5, but those available to US and European customers have already sold out.

Al-Jassar said, “The initial webstore sales were some stock not needed for fulfilment. However, as there are still backers that did not complete their Pledge Managers, we will be keeping a supply in storage until a set number of months after the end of fulfilment to ensure all backers have the opportunity to receive their copy.

“Regarding future plans for Ada’s Dream, we won’t be producing a print run for retail distribution but may have some more copies available once enough time has passed after fulfilment, and are exploring a future Kickstarter campaign with an expansion and reprint that we hope to launch in early 2027.”

The 2026 Diamant d’Or

WINNER: Ada’s Dream, designed by Toni López (Published by Alley Cat Games)

Second place: Keyside, by Richard Breese and David Turczi (HUCH!, R&D Games)

Third place: Ants, by Renato Ciervo and Andrea Robbiani (Cranio Creations)

Other finalists:

Galactic Cruise, by TK King, Dennis Northcott and Koltin Thompson (Kinson Key Games)

Luthier, by Dave Beck and Abe Burson (Paverson Games)

Philarmonix, by Faris Suhaimi (Archona Games)

Recall, by Helge Meissner, Kristian Amundsen Østby, Kjetil Svendsen and Anna Wermlund (Alion – by Dr Ø)

Sweet Lands, by Totsuca Chuo (Uchibacoya)

The post Alley Cat Games’ pivot to producing more high-complexity designs rewarded with Diamant d’Or win for Ada’s Dream first appeared on .

Weniger Interesse an Lorcana: Ravensburger-Umsatz sinkt 2025 um 5,9 Prozent

03. Februar 2026 um 23:33
Das Sammelkartenspiel Disney Lorcana ist nicht mehr so beliebt. Das hat Auswirkungen auf den Umsatz von Ravensburger. Er ist 2025 gesunken. Der Umsatz von Ravensburger ist 2025 laut Unternehmen um 5,9 Prozent auf 744 Millionen Euro gesunken. Während das Kerngeschäft mit Spielen, Puzzles und Büchern um drei Prozent zulegen habe, sei der Umsatz mit Sammelkarten nach der starken Startphase von Disney Lorcana gesunken. Pixar-Charaktere in Lorcana Der anfängliche Hype um Disney Lorcana habe sich auf einem hohen Niveau normalisiert. Konsumenten, die vor allem aus Investitionsinteresse eingestiegen waren, hätten sich vom Markt zurückgezogen. In seiner Kernzielgruppe der Spieler und Sammler erfreue

Quelle

Klassiker, Lizenzen, Neuheiten: Schmidt Spiele steigert Umsatz 2025 um acht Prozent

02. Februar 2026 um 16:55
Mensch ärgere Dich nicht, Bibi Blocksberg und Puzzles aus Graspappe haben Schmidt Spiele ein erfolgreiches Jahr beschert. Das Unternehmen steigerte seinen Umsatz 2025 um acht Prozent. Schmidt Spiele hat das Geschäftsjahr 2025 mit einem Umsatzplus abgeschlossen. Der Gesamtumsatz wuchs laut Unternehmensangaben um rund acht Prozent auf 61,5 Millionen Euro. Wie in der Branche üblich, erzielt Schmidt den Großteil des Umsatzes im letzten Quartal. „Fast 60 Prozent unseres Jahresumsatzes entfallen auf die letzten drei Monate“, sagte Geschäftsführer Axel Kaldenhoven dem Tagesspiegel. Gefragte Kinder- und Familienspiele Schmidt ist wie Ravensburger oder Kosmos mehr als ein reiner Brettspielverlag. Zum Sortiment gehören neben Puzzles

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“We released nine games in 2025 and only one was a flop”: French publisher Super Meeple on how avoiding overproduction is proving a recipe for success

02. Februar 2026 um 15:35

Less is more for French board game publisher Super Meeple, which says its strategy of keeping a tight rein on the number of complex titles it releases each year is paying off in an industry rife with overproduction.

Super Meeple, which releases its own designs as well as localising major titles such as Ark Nova and Gaia Project, says it is planning a “downward trend” for the number of games it releases each year in order to help each title stand out in an increasingly competitive market.

The publisher said that of the nine games it released last year, excluding expansions and sequels, only one was a “failure” – civilization builder Beyond the Horizon, the follow-up to Dennis K Chan’s highly regarded 2020 release Beyond the Sun.

It added that its biggest success of 2025 was “undoubtedly” fantasy animal reserve game Wondrous Creatures, while the rest of its releases were “in line with our overall expectations”.

Wondrous Creatures || Photo Credit: Bad Comet

The company said in an annual review post on Facebook, “Everything mentioned here is obviously based on our experience, and perhaps others have a different perspective, but the observation is pretty much the same everywhere, namely that overproduction automatically leads to a decrease in the percentage of successful games.

“We are mostly responsible for overproduction: from authors who want to be signed to buyers who want something new, not to mention publishers who need to produce and shops/distributors who need to meet buyer demand.

“Some can afford to be less involved in this overproduction, with a few games in their catalogue that are huge successes. Of course, they are more relaxed and can afford to slow down their releases.

“However, this foundation is generally, if not always, supported by family games; games with ‘infinite’ sales potential. Unfortunately, this is not the case for us, except perhaps for Kronologic and Expeditions.

“But the pool of buyers for big games is very limited, and even if it were to grow each year (which we hope it will!), it would still be insufficient to keep a company running. Nevertheless, we are aware of this overproduction and try to limit the number of releases as much as possible.

“Excluding expansions, we released seven games in 2024 and nine in 2025. We plan to release nine in 2026, as we do not want to exceed ten per year, two in edition and seven or eight in localisation.

“The trend will be downward as much as possible, working as hard as we can on each game and crossing our fingers that they will be successful.”

Super Meeple added that while it was fortunate to have games that always sell well, such as its lighter range of Kronologic murder mystery titles and zoo-building heavyweight Ark Nova, it was seeing a slight slowdown in what it called ‘long sellers’, big sellers such as Gaia Project, Trickerion and Obsession which it described as “pillars” of its catalogue.

Kronologic: Paris 1920, from Super Meeple and Origames

It said, “We still intend to keep them available in our catalogue, as new players of slightly heavier games like these need to know about them!”

Early last year Super Meeple said it planned to step up its own direct sales after struggling to get individual retailers to stock more than a handful of copies of each of its heavier games through 2024.

The new system for some of Super Meeple’s expert titles involves running more pre-orders on its own site for those games, which it says could increase its margin to up to €20 per game.

It also hoped to “strengthen engagement” with retailers by allowing them to pre-order during a commitment period defined by the distributor, with any remaining games sold through its own online store or other online marketplaces and unavailable for restocking by shops.

Super Meeple said that Galactic Cruise, the first and only game to go through that system last year, sold out of all 3,000 copies – 300 through web pre-orders, 600 to partners outside France and the remaining 2,100 to stores.

It said, “This is obviously excellent news and proves that the vast majority of shops have understood our philosophy and made a greater commitment, so… thank you!

“This scenario will undoubtedly not be repeated for every game, but this initial success shows that the solution can work.”

The publisher said it planned to repeat the process this year for its localisation of World Order, the follow up to multi-award-winning economic class warfare simulator Hegemony: Lead Your Class to Victory.

Super Meeple’s other releases this year are set to include Tikal Legend, Mythologies, Revenant, Life of Amazonia and Ayar, and the third instalment of Kronologic, Babylon 2500.

The post “We released nine games in 2025 and only one was a flop”: French publisher Super Meeple on how avoiding overproduction is proving a recipe for success first appeared on .

Vertriebspartnerschaft zwischen Asmodee und Ulisses Spiele

30. Januar 2026 um 21:00
Asmodee übernimmt den Vertrieb ausgewählter Titel von Ulisses Spiele und der Ulisses-Marke Ottavio. Ulisses Spiele zählt zu den führenden deutschen Verlagen in den Bereichen Rollenspiel, Fantasy und Science Fiction. Zu den bekanntesten Reihen des Unternehmens gehören Das Schwarze Auge und Pathfinder. Ziel der Zusammenarbeit sei es, diese Titel über das Vertriebsnetz von Asmodee stärker im Fachhandel zu positionieren und ihre Sichtbarkeit langfristig zu erhöhen. „Wichtiger Schritt für mehr Aufmerksamkeit“ „Mit Asmodee gewinnen wir einen Vertriebspartner, der den Handel sehr gut kennt und unsere Programme strukturiert und verlässlich in den Markt bringen kann. Für uns ist das ein wichtiger Schritt, um

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“No part of the mission says ‘Asmodee makes all the games'”: Luke Peterschmidt on shaping the future of The Hobbit and Lord of the Rings tabletop titles

22. Januar 2026 um 15:39

When news broke three months ago that board game giant Asmodee had been named manager of the hugely lucrative Middle-earth licence for tabletop games and accessories, questions naturally abounded within the industry about what that would mean for other publishers hoping to create The Hobbit or Lord of the Rings-based titles. Luke Peterschmidt, the tabletop veteran tasked with running the Middle-earth operation at Asmodee, sat down with BoardGameWire at Spiel Essen following the announcement to outline his vision for the IP, what they want from publishers in terms of pitches, and how they hope to prove naysayers of the deal wrong.

BoardGameWire: Hi Luke! So a good place to start would be: what were you doing prior to becoming Head of Active Category Management at Asmodee?

Luke Peterschmidt: Before this I was the senior vice president of all the tabletop games for Asmodee, which meant that I ran all of the studios in what we call the tabletop vertical. We have lifestyle – that’s our hardcore games. We have our social games, which are like our lighter party games, and then all the stuff most people think of as tabletop games – so that would be Space Cowboys, Rebel, Office Dog, Z-Man, there’s seven or eight others. So my job was to run all those studios.

I guess the major question about this is how will it work, specifically in terms of third parties coming to you guys saying: “I’ve got a lot of the Rings game. How do we progress?”

Yeah, that’s a great question. Can I back up and answer a different question first? Existing Lord of the Rings games – because there’s a lot of Lord of the Rings games that are not Asmodee that are out right now – nothing changes for them. They still work through [former Embracer Group arm Middle-earth Enterprises]. The thing that will change for them is that we, as Asmodee, in this new role are going to start doing activations, marketing activations, where we will include everybody, whether they’re part of the ‘new regime’ after the deal or the regime before. We have no interest in making anybody’s life worse, or cancelling anybody else’s game.

So that’s the past, backwards. Looking, forward – anybody who wants to pitch us a game, who’s a publisher, can come to us and pitch us a game. My team is publisher agnostic. Asmodee gets no points for an Asmodee studio pitching us a game – and on the distribution side, because Asmodee does a lot of distribution as well, if you use Asmodee distribution, you get no extra points. Our job is to make the right number of Middle-earth games at the right pace, so that every game has space to breathe, and there is a Middle-earth game or gaming accessory for every type of game.

Asmodee games set in the Hobbit and Lord of the Rings universe from the last 25 years

That’s the mission, and no part of that mission says, “and Asmodee makes all the games”. So at this show at [Spiel Essen], in fact, the meeting right before this was a game designer pitching us a game which was not an Asmodee pitch. It was a great pitch. That was a designer pitching us. So we told that designer, that was a good idea, we think, but you need to go find a publisher, because we’re going to work with publishers, not individual designers, right? So if you’re a game designer out there: go find a publisher first, and then have the publisher come and pitch to us.

In the case where a good game designer comes to us, we will introduce them to publishers, we will introduce them to our own studios – who may or may not have time or competency for that type of game. Because our studios right now, if they were to add something to their list, they’d have to pull something sort of ‘off the wall’. Our bandwidth isn’t infinite, and they have their own strategies that have been in place a long time.

So a publisher pitches to us, they would show us the games, they’d show us maybe the art style they’re going with – which we can talk about more later – they would show us their ideal release date. The ideal release date will probably never be the date they actually release on. Not because of their schedule, because of our schedule. That thing I said about not having things stack on top of each other, we can’t let everyone say “and I’m releasing at Essen”, or there’ll be four Lord of the Rings games in Essen, right? That’s not fair to any of them. We need every game to have a chance to succeed.

So we will then take our calendar and we’ll start mapping releases on that calendar that we think is the right pace: not too much, nothing’s too close to each other thematically, nothing’s too close to each other visually. You know, we’re never gonna let people run two crowdfunding campaigns at the same time, from two publishers. That would be bad.

So do you anticipate it being, say: one big euro a year, one trick taker, etc?

That’s a great question that I don’t have a good answer for right now. We are in the process of building our calendar, and then we’re going to sit down with [Middle-earth Enterprises], because although we represent Middle-earth as sort of the first group of people to organize what pitches get through, they’re still going to make the final decision, right? But we need a confidence level of like 95% that if something gets past us, and Middle-earth doesn’t say, yes, we’ve failed – or there’s something we didn’t know, like just an old, pre-existing deal that we didn’t know about. That’s our hope.

So the right number of games, we’re still working on, right number of gaming accessories we’re still working on. Some games will be region specific, probably, I don’t know for sure, but someone might come to us with a publisher who says, like, you know, we’re really, really big in Armenia. Great: you can have Armenian rights, this Armenian game, but you have no distribution outside of there. So they would be sort of on their own timeline – they’re not gonna compete with much.

We have some experience recently with the studio internally for releasing a series of Lord of the Rings games. We started with the trick taking game, and then we did the Pandemic game, and then the hobbit game, and those games are very similar to the concept we’re going with now, pacing wise: all those games are different. All those games have been successful, by the way: like, they’ve all had a chance to be successful, which is great. So we’re going to be rational. And one of the reasons Middle-earth picked us for this deal is they trust our experience in the space. My team is not that large, but if I need an opinion about how to do press, I can talk to this guy. If I needed an opinion about some lifestyle game that maybe I’m not an expert in, I can just call someone and go, ‘hey, roleplaying team, help me out here. Is this great? It feels great to me’.

Game pieces from Lord of the Rings: Fate of the Fellowship

This does give Asmodee a lot of power, obviously. And there is the potential for conflicts, if, for example, a third-party publisher brings a Lord of the Rings trick taking game to you next year, and it’s very, very good.

Well, we wouldn’t say yes to it because we have a successful one – not our successful one – but we have a successful one in the marketplace. If someone brought us a game that was a direct competitor for War of the Ring, and War of the Ring is still doing well, we’d probably say no to that too. I think people are right to… it’s reasonable for them to not trust the things I’m saying. And I hope that in the next couple of months we will prove to the world that we mean what we say, because we’ll be announcing our first group of licensees. And, we have a lot of work on the back end, just ticky tack stuff like getting our contracts ready and making sure all that works, and ironing out some smooth processes that are boring to everybody but required by everybody, that might slow that down [Note: this interview was conducted at the end of October 2025, and those announcements are still yet to be revealed].

But when those announcements come out, I think people are going to be happy to understand that it’s not just that we will work with external people, but we will also work with smaller companies. Middle-earth has a long tradition of working with microscopic licensees – like, they have a licensee that makes honey only from the flowers grown on The Hobbit set. They have a licensee in Minneapolis that makes guitar effects pedals. They make two different effects pedals, and they probably sell a handful – I don’t know what their sales are, I have no idea. And they’re amazing, and they’re handcrafted and built, right? We don’t want to lose that magic. This is a handcrafted brand – a lot of people feel this brand in their bones. I will never not be impressed by the love for this brand. The level of knowledge super fans have is out of this world. It’s just impressive.

It’s good to hear you say that. And obviously there has to be a lot of trust and goodwill on your side if it’s going to work.

We got to build it up! We got to build it up, yeah, we got to – we’ve got to walk the walk.

But the initial reaction from some people within the industry I spoke to was ‘Well, that just means Asmodee are going to call all the shots, we’re not going to get a look in now’. Like, on paper, fine, yeah, there’s a process, but in reality, you’re going to win out if there’s ever any conflict.

It is absolutely fair to have that thought in your head, and it’s our job to prove that thought wrong. And I mean literally nothing I say, I think, could convince anybody other than action. So yeah, it’s got to be the action, we’ve got to follow it up. And look, we’re an industry of tremendous companies. Like, I love Asmodee, it makes amazing games. I spent many, many, years here working on amazing Lord of the Rings games for people. But there’s amazing games in this hall from everybody. Like, they’re amazing.

What does your ideal slate look like then, at the end of 2026?

Oh, games take so many years to make that the first deals we will be announcing, those games won’t come out for two and a half years, like: games take two and a half years to make. So we will be announcing a slate of who we’re signing and maybe what those games are if the publisher chooses to say, you know, in a reasonable number of months, if you didn’t include the holiday months. Because this interview is in October – we’ve got Thanksgiving in the United States, and we’ve got Christmas coming up, and everyone takes vacations in those months, so the back and forth slows down to a crawl. But yeah, I’m hoping to have something fairly soon that we can talk about: but please write off most of November and December, because everyone’s taking all their vacation days that they haven’t taken yet. American companies aren’t like European companies, where you all take a month off in August. We all don’t take any vacation, and at the end of the year, we go, if we don’t take it right now, we’re never getting it [laughs]. And they slam it all into November and December. And I’m talking about myself [laughs].

You’ve touched upon this already, but I get the sense it’s gonna be a real balancing act. To some extent, if you print more Lord of the Rings games, you make more money because they’re very popular, and people want them, and they want different types. But that’s a tough tightrope to walk, in not accidentally making too many, right?

Yes. And I frame this as: Lord of the Rings is the grandfather of all fantasy IPs. We had this term when I used to work decades ago at Wizards of the Coast, called the JOTWA, which was just another Tolkein world, right? And there’s so many. We don’t think, when we look at the games in the hall here and we see medieval fantasy themed games: we’ll never say there’s too many of those, right? There’s a game about a tavern, there’s a game about building a castle, there’s a game about… whatever. In my mind, if all of those medieval games that we don’t see as competing now… they’re all using Middle Earth elements now, they’re all using elves, they’re all using dwarves. They might call their hobbits halflings, but they’re all there.

So I’m not too worried about too many Lord of the Rings games. I’m worried about too many Lord of the Rings games that are too similar. So when you said trick-taking game pitching, that would be such a quick no for me, and it’d be such a quick no because there’s already one of those, and it’s doing well, and that game deserves time to breathe. I come from a game design background and I would be furious if I had a successful game, and then another game got launched that was mechanically close, appeals to the same person. And there are a lot of types of games that don’t exist for Lord of the Rings. Is there a big, heavy, euro Lord of the Rings game somewhere out there? I don’t know of one, right? There’s just space. Is there a kids game? Has anyone taken a funny shot at Lord of the Rings? Like, I don’t know – Hobbit breakfast! I want someone to bring these pitches.

Cards from The Fellowship of the Ring: Trick-Taking Game

This raises an interesting point, though. So obviously you’re accepting pitches, but when you have ideas such as this, is there license for you to reach out to publishers and say ‘look, we’d actually like this type of Lord of the Rings game made’?

I am so happy you asked that question. So my team is called the active category management team, and the difference is that we are active. When we get to a place – we’re not there yet, because we’re still getting our processes in place – we will actively reach out to partners and say, ‘We need a game like this, and we think you have particular skills in games like that’. Now we might make that reach out, and it’ll take three years before you’ll see a product. And we might take that reach out, and they might just say no. But absolutely: we are actively looking for people for both games and game accessories. Actively is the key word – that’s why we’re here. We’re not waiting. You know, most people that do licensing wouldn’t be at this show accepting pitches. They’d be at home waiting for a phone call from someone who’s interested. My name was on that press release so that people could reach out and contact me and say, I want a meeting. And they did, because turns out, gamers and Lord of rings, that Venn diagram is a bullseye.

And how’s that turned out during this Spiel Essen so far?

We’ve had a lot of pitches – and I can’t talk about the pitches themselves, but there are trends. And it’s so interesting that the trends in games… if you look at games as culture, the culture of today, the stresses of today, are absolutely affecting the styles of game pitches we saw, it’s super interesting. And in a year, I’m gonna write a blog post, and we’ll do another interview, and I’ll explain what I’m talking about. I can’t ruin the confidentiality of the game pitches, but it’s really interesting.

Maybe you can’t talk about this, but I’ll try. So you mentioned heavy euro, which, you know, God yes, that’d be awesome – is there a market for that? I’ve spoken to other publishers in this show who’ve specifically said heavy euros – big, expensive, heavy euros – that the market’s just not really there at the moment. Some will sell, but the market isn’t there. And actually smaller family-plus games, smaller box games, that’s the economic climate we’re in, and that’s really what budgets people have. Is that a concern for you? Or do you just see what turns up?

I think I may be ‘tinted’ by Asmodee’s thought process, which I agree with. I would like to have games at all price points all the time, because at some point the pendulum is going to swing, and we’re never going to guess that right. The odds of us guessing it right are low, and because it takes three years for every euro – probably even longer, right? – I’m not going to say no to that idea, as long as there’s not one in the market. Because in three years, that market may have moved. And look, everyone says low price games sell – until it’s something that people are passionate about. Our recent launch of Fate of the Fellowship, the Pandemic game, sold out almost everywhere – and it’s really expensive. So there’s a market for games. It might not be big, but it’s bigger than honey and guitar pedals [laughs]. Which I love – and I will be buying those guitar pedals.

So what element of this deal just hasn’t been talked about yet?

Oh, great, yes, thank you. Okay, this is a literary license. So if you’re out there and you want to make something that looks like the movie, then we would not be the right people to come people to. But more importantly, that means we are open to alternative art styles, and artists, and we are even okay with people taking little elements of the book – well, Middle-earth is okay with taking little elements of the book – and developing them out further. Like, we don’t want to make five ‘throw the ring in the volcano’ games every year, right?

I would love to see – I’m just going to tell you the kinds of games I’d want to be pitched to me. I would like to have pitched to me games that take small elements of the IP and develop them with focus. A Prancing Pony game. A game about, you know, some spot on the map that if you’re a huge Lord of the Rings fan, you know, but if you’re not, you don’t. Let’s talk about it, let’s get deep into it. Some stuff out of the appendices of the third book – those rights get a little bit weird, but they’re available and we can do really fun stuff. There’s a game that is currently in the works that has done some amazing things with the IP, that real fans will be like, ‘Oh, this is different, this is a thing’. So yeah, I think there’s lots of room for different takes on the IP, and don’t expect visual similarity. I want these studios or these external publishers to be able to create a visual look that… you might walk down an aisle and see six Lord of the Rings games, but you’re going to point at one and go, that’s the one from Kosmos, right? That’s the one from whatever, or that’s my favorite art style, you know? Like, I love the art on Flamecraft. I’d love to see, I don’t know what that looks like for The Lord of the Rings, but that’d be pretty cool!

I think the trick taking game is probably a really good example there, because the art on that is incredible and really makes the game sing. It’s a great game, but I was playing a looking at the cards yesterday and thinking ‘this is fantastic’ – the armour on Gimli the dwarf, for example, where it’s chain mail, but it’s just like swishing circles in that stained glass style?

I love the art on that game. I was working on that game early on when I ran that studio, and we picked that style not just for, like, the style, but we picked it because we knew stained glass was the thing that survives in temples for a long time. And we feel like Lord of the Rings survives like a temple for a long time. So we went deep into it with that one. But it was different: no one confused it with a Fantasy Flight product, right? And that’s the goal, and we want to see that. The original drawings – most people don’t know this – the original drawings of Gandalf, he was like, kind of a pudgy dude. Legolas, you know, he’s, he’s a mix of two types of elves, which means there’s a 50/50 chance he has straight white hair or curly brown hair – it’s just that the movie showed him a straight white hair. Somebody wants to do a Legolas with curly hair, bring it. That’s literally, that’s your interpretation.

I guess we’ve seen this with the Lord of the Rings Magic the Gathering set from a couple of years ago, where there was a hugely diverse set of characters.

Yeah, that art was great, full respect to the Magic artist team.

Asmodee launched its own crowdfunding and miniatures operation last year, and has also brought in an RPG specialist in Mike Mearls. How do those things tie into this new operation?

I haven’t had anything pitched from roleplaying games, and there’s a roleplaying game that exists now from Free League that’s really good. [Crowdfunding and miniatures] pitched us an idea, there’s an idea there. We’ve got a couple of pitches for miniatures and crowdfunding from a couple different places. But, everyone has to earn their spot. And I gotta be fair to that team, that team is pretty new here. Not new in experience level – I mean, it’s David Preti, he’s done tremendous things in crowdfunding – but they’re pretty new in the Asmodee world. And we are a big company, and it usually takes a little while to find your place.

Any publishers interested in pitching a Middle-earth game to Asmodee can do so by emailing METTGlicensing@asmodee.com.

The post “No part of the mission says ‘Asmodee makes all the games'”: Luke Peterschmidt on shaping the future of The Hobbit and Lord of the Rings tabletop titles first appeared on .

Timetex Hermedia übernimmt HCM Kinzel

18. Januar 2026 um 13:36
Die niederbayerische Timetex Hermedia Verlag GmbH hat den Spieleverlag HCM Kinzel übernommen. Die Marke HCM Kinzel soll unter dem Dach von Timetex weitergeführt werden. Timetex hat seinen Sitz in Riedenburg und zählt eigenen Angaben zufolge zu den führenden Anbietern für Lehrer- und Schulbedarf. Das familiengeführte Unternehmen möchte das Wissen und den Kundenstamm von HCM Kinzel nutzen, um sein internationale B2B-Geschäft weiter auszubauen. HCM Kinzel hatte im Mai 2025 Insolvenz angemeldet und den operativen Geschäftsbetrieb eingestellt. Timetex übernimmt nun Lagerbestände, Kundendaten, Produkte, Marken sowie Domains. Der bisherige Unternehmenssitz im schwäbischen Zaberfeld wird geschlossen. Die bisherigen HCM-Kinzel-Inhaber Markus und Christian Kinzel bleiben

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NSV mit neuem Logo und neuer Sortimentsstruktur

16. Januar 2026 um 17:03
Der Nürnberger-Spielkarten-Verlag (NSV) präsentiert sich seit Januar 2026 mit einem neuen Logo und eine überarbeitete Sortimentsstruktur. Der Verlag will damit seine Markenidentität schärfen und sich klarer als Anbieter moderner Karten- und Würfelspiele positionieren, auch international. Das Motto „Connect. Challenge. Enjoy! “ soll den globalen Fokus unterstreichen. Das neue Logo bleibt den traditionellen NSV-Farben Rot und Weiß treu, verzichtet jedoch auf klassische Kartensymbole. Stattdessen setzt es auf einen verspielten Schriftzug. Künftig gliedert sich das Sortiment in drei Größen und Kategorien: NSV Travel, NSV Signature und NSV Extra. Travel ersetzt die bisherige Minis-Reihe und umfasst kompakte Reisespiele. Signature steht für Schachtelgröße von

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Umsatzplus: Spiele und Puzzles wachsen 2025 stärker als gesamter Spielwarenmarkt

22. Oktober 2025 um 10:00
Der Umsatz mit Spielen und Puzzles ist in Deutschland von Januar bis Mitte September 2025 um 18 Prozent gestiegen. Der gesamte Spielwarenmarkt wuchs um vier Prozent. Das teilten der Deutsche Verband der Spielwarenindustrie (DVSI) und der Verein Spieleverlage mit. Spiele und Puzzles seien damit inzwischen die umsatzstärkste Warengruppe im deutschen Spielwarenmarkt. Besonders stark hätten sich klassische Spiele entwickelt: „Sie legten im Vergleich zum Vorjahr um über 22 Prozent zu. Ein wesentlicher Wachstumstreiber bleibt der anhaltende Hype um Sammelkarten“, schreibt der DVSI. Ravensburger meldete Anfang des Jahres über eine Milliarde verkaufte Lorcana-Karten, auch Magic  - The Gathering und Pokémon erwirtschaften weiter hohe Umsätze. Umsatzwachstum

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