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GAMA president Nicole Brady loses re-election bid, VP Meredith Placko voted into role

17. April 2026 um 17:49

The president of hobby games trade organisation GAMA, Nicole Brady, has failed in her bid to be re-elected to the role, with vice president Meredith Placko instead being voted in by the board of directors.

Brady, who spent two years as president of GAMA, had been a key driver of a plan for the organisation to become the “epicentre” of global tabletop gaming, underpinned by the unveiling of its first-ever 10-year plan last October.

She was also the organisation’s first female president on her May 2024 election, which at the time also saw the first all-women lineup for GAMA’s board officers in its then 47-year history.

New president Placko is the co-founder of hobby paint company Turbo Dork, and spent two years as CEO of Munchkin publisher Steve Jackson Games before resigning in April last year.

She began a two-year term representing publishers on the non-profit organisation’s board in March 2025, and was elected as GAMA vice president by the board of directors a month later.

New GAMA vice president Ross Thompson

Critical Role marketing manager Ross Thompson was elected as the new vice president at yesterday’s board of directors meeting, while Southern Hobby Distribution‘s Tiffany Reid and Red Racoon Games‘ Jamie Mathy were both re-elected as secretary and treasurer respectively.

Speaking to BoardGameWire about her win, Placko said, “I want to thank Nicole Brady for her work as president over the last few years, especially for establishing the strategic vision.

“I applaud the work that has been done on that 10-year vision. The next step is to turn it into a strategic plan. I do believe it will need evaluation and tweaking, as it very much is a living vision. As GAMA’s needs change, we must be prepared to adapt. 

She added “As a trade organization, we should focus on strengthening and expanding the core elements that benefit our industry.

“GAMA is at a critical juncture: we’ve seen turnover in the last year, we’re about to start the executive director search, and our industry has endured more than its share of crises, including tariffs and economic uncertainty.

“When I pitched myself to my fellow board members, and now to the membership at large, my experiences as an executive and leader in business and the news industry have prepared me to help turn our goals into a solid foundation for which the organization can continue to grow.”

She added, “Another important issue for me is that as a trade organization, we must lead the way on critical industry matters. Everything from timely updates and actionable measures regarding tariffs and related issues.

“To keep our members informed about domestic and international regulatory changes. And educating and organizing membership on how to advocate for the issues we face at local and federal levels.

“But, none of this can be done by one person alone. It’s imperative that the board works together on all of this. And we work with our committees and leadership at GAMA to turn these ideas and needs into actionable items.

“While I may have a strong vision for what GAMA should be as a trade organization, the decision is not mine alone. The board, the staff, and most importantly the membership drive this organization and make it great.

“Ultimately, one of my most important jobs is ensuring the board is part of the process every step of the way.”

Former GAMA president Nicole Brady

Brady told BoardGameWire she was proud to have created “a strong foundation that future leadership will be able to build on”, despite “people throwing tack strips on the road in front of me”.

She said, “I am proud of the many things I have done to help advance the organization, including making history as GAMA’s first female president.

“My greatest accomplishment as president was spearheading GAMA Vision 2035 at the fall 2024 strategic planning session. We put together a big picture of what we wanted for the future and that focused on becoming the epicenter for tabletop gaming.

“It included expanding internationally and domestically in a meaningful way, creating large scale marketing initiatives (think ‘Got Milk?’), building partnerships, launching a speaker’s bureau, establishing a 501(c)(3) for charitable work, providing educational certification and so much more.”

Brady told BoardGameWire last year that the Vision 2035 ten-year plan was an attempt to get the organisation away from “playing whack-a-mole” on important issues rather than managing them in a long-term strategy.

The array of plans spread across the next decade include boosting its membership within both hobby games and the mass market, expanding itself into a global organisation, shifting its finances away from the current heavy reliance on the annual GAMA Expo and Origins shows, and leading the conversation on sustainability within the industry.

Brady also highlighted her work push GAMA towards global lobbying, legislation and advocacy, over and above initiatives such as the organisation’s trip to DC last year to lobby against the US tariffs situation.

She added, “As treasurer, I called for an audit to address concerns I witnessed. That audit has finally wrapped up thanks to our current Treasurer taking over the project when it stalled and will result in changes that improve the record keeping and financial practices.

“Even with people throwing tack strips on the road in front of me, I was able to create a strong foundation that future leadership will be able to build on.

“I know I have made a lasting positive difference. Many people have shared publicly that my leadership is the reason they joined GAMA, renewed their memberships or have renewed faith in the future of GAMA.

“I did a lot of relationship repair behind the scenes. Seeing positive news instead of constant negativity is a testament to that hard work.”

The GAMA Board of Directors is comprised of twelve individuals elected to represent the six voting membership groups – publishers, retailers, wholesalers, production, media and events, and creators – with half of the cohort up for election each year.

That board in turn elects GAMA’s four officers – president, vice-president, treasurer and secretary – from among themselves each year, with the winner requiring a majority of the 12 votes available.

The current board of directors also includes John Stephens from Total Escape Games, Drew Wehrle from Wehrlegig Games, Heather O’Neill from 9th Level Games, former president Eric Price from Meijia Board Game Factory, Michael Maggiotto Jr from BEST Human Capital & Advisory Group, LegalWATCH’s Eartha Johnson, and Danny O’Neill from Mood Publishing.

GAMA is currently working to secure a permanent replacement for its previous executive director John Stacy, who left the association last October just after the ten-year plan had been revealed.

Leadership consultant Zaria Davis was named as interim executive director last November, while GAMA hired its first COO last September in Melinda Prickett.

Placko told BoardGameWire, “I want to give credit and thanks to Melinda Prickett, GAMA’s COO, who has stepped up in so many ways since John Stacy’s departure. She and the GAMA staff are doing an incredible job.

“Many changes have occurred at the operational level and much work is happening behind the scenes. Melinda and the staff have taken to it all with such earnestness and gusto.

“While the board may have seen a change in leadership, we are a small piece of the GAMA puzzle. I want to make sure Melinda, and the staff who are doing the heavy lifting of this organization, get the recognition they deserve.”

Last month GAMA’s board of directors apologised for some of its elected leaders being “rude and disrespectful” during a “heated” annual general meeting at the recent GAMA Expo trade show.

This year’s GAMA Expo sealed another record attendance, ahead of its planned move to Baltimore in 2027 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.

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Deckers: Hacking the Mainframe Together 2-player review

17. April 2026 um 17:39

By Kaysee and Max

Leiko andthe other deckers
“Among the outcasts—bootleggers, criminals, and rebels—the Deckers rose.”
-Deckers Rulebook, 2025, Introduction

Disclosure: played more than 15 times, beat the game in one of the highest difficulties

The first time we noticed Deckers was on BoardGameGeek’s list of most anticipated games at Spiel 2025. Its cyberpunk theme immediately caught our attention. BGG describes it as a reimplementation of Renegade, a title we had never played nor heard of before. Kaysee checked the BGG page for Renegade and saw that it’s a cooperative deck-building game with a complexity rating of about 3.5. This really made us more excited to try it since we were looking for a game with mid to high complexity and Max really likes deck-building. Just as in Renegade, in Deckers the players (the titular deckers) are working together to defeat an intelligent Super-Massive Computer (SMC). We decided to jack-in and give it a shot.

We started playing Deckers the night after we bought it (we’ve lost count of the number times we’ve played it since then but it’s more than 15 times). The box is impressively compact (7.5 × 19.5 × 19.5 cm) and light (1.16 kg), which makes it easy to bring to board‑game nights to play with our friends. All the tokens, dice, cards, and tiles fit neatly inside, and the setup is very straightforward, given the complexity of the game. Building the network of five server boards is quick and can feel like a fun mini‑game in itself. The beautiful and vibrant art style fits the cyberpunk setting.


components of Deckers
The measurement of the box is 7.5 × 19.5 × 19.5 cm and it’s just 1.16kg.

While the setup is light, the rules are not. There are many terms that we needed to remember. We’d recommend for both players to read the rule book, since it’s more efficient that way; if one player forgets how an action works, the other player can remind them of it. Neither of us has tried playing Deckers solo, but playing it together helped us differentiate actions and terms from each other and understand the rules better. The player aid cards were very helpful to us, but we still found ourselves checking the rule book every now and then since some definitions are much clearer in the book. It is important to follow every step in the sequence of the game and understand what happens at each moment and to take into account what is stated in the objective card.

There are three types of objectives: bronze, silver, and golden. The number of objective cards that you need in a game can range from three to six and is determined by which SMC you choose and whether the SMC is upgraded or not. Whatever is written on the Goal section of the objective cards determines how you’re going to beat the SMC, but in any case, the goal on the golden objective card(s) must be fulfilled.

The game has a number of rounds equal to the number of objectives. Each round begins with the intel phase, during which players take note of the special rules introduced by the SMC or the current objective and the interactions between them. Next is the command phase, where every player gets three turns with the turn order freely decided by the players. For each turn you draw five cards, but the SMC will also spawn so called sparks to oppose you. The cards have different symbols printed on them, which are called commands. Different commands allow you to perform specific associated actions or to buy upgraded cards for your deck. Importantly, every card that you buy replaces another card in your deck, so that the total number of cards is always 15. After all players have had three turns, the SMC acts in the aptly named SMC phase. Finally, the round ends with the refresh phase.

Against Alpha-Moby, the recommended SMC for beginners, the first character that Kaysee chose was Monty (mainly because he’s green) and Max chose Oshin (just because he looks cool). After reading their character profile, we thought we made the wrong choice since Monty and Oshin aren’t really the best buddies. As we played, we realized that we made the right decision as we figured out how the infect action and the commands work.

We took advantage of Deckers having no communication limit. We talked about how we were going to position our characters and the actions that we were planning to take. For two players, we find the action step to be fast. If one of us isn’t sure whether to take the next turn, it is possible to let the other player take another turn. One mechanic that Max likes is how the deck-building works in this game; instead of adding or removing a card from your deck, a card is replaced by another card which makes it much more efficient in terms of decision making and game speed.


final phase
The final phase

We were able to fulfill the final goal, but each of us had one turn left and we had to take them even if there was no way for us to be defeated by the SMC during its phase. We won, but Kaysee didn’t like the sudden drop in tension, she did like the flavor text at the back of the objective cards, though. We both decided to play again and chose different characters with a different set of objectives. We lost the second game. We tried again and won, then we changed SMCs, which made the game feel different and more difficult, making it less anti-climactic. We like the possibility of controlling the amount of randomness by choosing a specific SMC or character. Some SMCs and characters can make a game more random and some can make it less so. Having that flexibility and choice is a good thing if one wants to have a less random game. The playing time may take less than an hour if playing against a low-starred SMC, but it may take more than 3 hrs (breaks included) if it’s a 6-starred SMC.

For those who want an extra challenge, there are the three variants included in the rules. First, the server boards have a second side featuring fragmented servers. In this mode a server is spread out over all the boards instead of a one to one correspondence between servers and boards. Second, there are two upgrade cards for the SMCs, each adding a special golden Mother’s ghost objective and changing the rules for spawning sparks. Playing against an upgraded SMC straightforwardly increases the difficulty level. Finally, there are ‘packet tokens’. These are placed during setup and have various positive or negative effects when picked up in game.

Schmeeples jacked-in

Our Final Thoughts:
Deckers is a well polished co-op board game. The different sets of objectives that you can get, the different SMCs, and the addition of variants make the game highly replayable. The first game can be anti-climactic if you use the suggested objectives, as they are specifically chosen so that finishing the earlier ones helps with later ones. At higher difficulties you’re just glad that you were able to fulfill the objective, leaving no space in the mind for the anti-climactic. One thing that would be nice to have is a unique flavor text after defeating the Mother SMC.

We had a huge amount of fun playing Deckers as a couple. It’s not a cozy date night type of board game, but it allowed us to discover together how a specific action works and come up with different strategies to beat the game, which made for better evenings even in sessions where we lost. All in all, we would wholeheartedly recommend Deckers to 2 players who like crunchy games that require creative problem solving and who don’t mind a moderate degree of randomness.

What we like:

  • ease of setup
  • complex decision making
  • replayability
  • size
  • theme and setting
  • adjustable randomness

What Kaysee also likes:

  • the flavor texts
  • the lore

What Kaysee doesn’t like:

  • not enough flavor text

What Max also likes:

  • the deck-building mechanics

What Max doesn’t like:

  • it can be too random

Kaysee’s rating: 4.5/5
Max’s rating: 4.5/5

Combined rating: 4.5/5
4.5

Reference:
Deckers[Rulebook]. (2025). Deep Print Games GmbH.
SPIEL Essen 25 Preview

Title: Deckers (2025)
Game Design: Richard Wilkins
Illustrations: Lukas Siegmon
Publisher: Deep Print Games GmbH

Photos and non-board game illustrations by Kaysee

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Whale Riders Game Review

Wholly Knizia

Dr. Reiner Knizia is a name synonymous with board games. Even if you haven’t heard of him, you’ve likely played one of his designs; according to Gemini, he has created more than 800 games. Whether it’s Ra, The Quest for El Dorado, Samurai, or Huang, he’s everywhere.    We even had a lovely sit-down with him recently to discuss his highly successful career.

Whale Riders excited me because it comes from a power duo: Knizia on design and Vincent Dutrait on art. Dutrait’s work has become increasingly easy to spot as I’ve gone deeper into the hobby, and here his contribution is excellent. The thematic art is rich, depicting Indigenous Arctic tribes using handsome whales and other massive sea creatures as mounts. But despite that pedigree, this is not one for the Knizia hall of fame.

Ice Race

In Whale Riders, players take two of five possible actions each turn, moving between ports, buying goods, and completing contracts for money and pearls. Play continues until all the pearls have been purchased from the home area, giving the game a race-like structure from start to finish.

Goods in the market are replenished as they are bought, but new tiles can introduce storms that…

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2025 Board Game Award Winners

17. April 2026 um 14:56
2025 Board Game Award WinnersA couple of weeks ago, we announced our nominees for our 13th Annual Board Game Awards. As always, it was rough even choosing which games to nominate. Since then, we’ve put our heads together, tested the games, and come up with a consensus. Today, we are excited to announce the winners of our 2025 Board […]

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Video Review: Crusade and Revolution: The Spanish Civil War 1936-1939 Deluxe 2nd Edition from Compass Games

Von: Grant
17. April 2026 um 14:00

Crusade and Revolution: The Spanish Civil War 1936-1939 Deluxe 2nd Edition is a card-driven point-to-point movement strategic-operational wargame that covers all the Spanish Civil War (1936-1939). Its rules are based on Ted Raicer’s Paths of Glory. Each player takes command of one of the sides (Nationalist or Republican), and looks after all the aspects that involve a war including mobilization, recruitment, movement of troops, offensives and construction of defenses. There are also historical events that must be taken into consideration, thinks such as foreign military aid, international policy, change of Republican Government, etc.

-Grant

French board game designers’ union SAJ adopts new name to better represent women, non-binary people

17. April 2026 um 00:59

French board game designer association SAJ has renamed itself to make its title more inclusive to women and non-binary people, as well as to better underscore its status as a union.

The Société des Auteurs de Jeux – which translates as society of game designers – was formed in 2017 through the merger of three separate groups, and currently represents more than 800 individual designers.

The organisation has now been rebranded as the Syndicat des Auteurices de Jeux – the Union of Game Designers – following a vote at its annual general meeting at the Festival International des Jeux in Cannes.

SAJ president Audrey Bondurand told BoardGameWire, “We wanted to change this name for two reasons: first, we have officially been a union for several years now, and we wanted our name to reflect that.

“Second, in French, ‘auteur’ is not a gender-neutral word, but a masculine one. ‘Auteurice’ is a contraction of ‘auteur’ and ‘autrice’ (the feminine form). We chose this neologism to include women and non-binary people.”

Bondurand, who worked in a board game cafe and in distribution before publishing her first game, Draky, said part of SAJ’s remit was advocating for the recognition of board games as cultural works, something which is “unfortunately still not the case today in France or in Europe”.

The organisation also offers contract reviews, mediation, accounting advice sessions and general support for designers in the industry, much like its US-based peer the Tabletop Game Designers Association and Germany’s SAZ.

Bondurand added, “Regarding the use of AI, we openly support the position of the CIL (our illustrator colleagues) in opposing generative AI in our published games.”

SAJ said a new website featuring its rebranded title is currently under construction, with the organisation’s existing email addresses currently operating as normal.

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